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By Jeremy Smit h a nd A nd reas Rnnqv ist

Psionics Embodied
Psionic NPCs

Lead Designers: Jeremy Smith, Andreas Rnnqvist


Additional Design: Matt Medeiros
Editing: James Hill, Jake Rudd
Cover Artist: Gordon Napier
Cover Design: Erik Nowak
Interior Design: Erik Nowak
Interior Layout: Jeremy Smith
Interior Artwork: Colby Stevenson, Nicole Cardiff, Dio Mahesa, Jesus Garcia, M.S Corley, Vincent Franky,
Georgi Mishkov, Dennis Saputra
Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the
third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter
Adkison.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game
License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper
names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress.
(Elements that have previously been designated as Open Game Content or are in the public domain are not
included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this
game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No
portion of this work other than the material designated as Open Game Content may be reproduced in any form
without written permission.
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo
Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.
Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the
Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under
the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for
more information on the compatibility license.
Psionics Embodied is published by Dreamscarred Press under the Open Game License version 1.0a Copyright
2000 Wizards of the Coast, Inc.
2014 Dreamscarred Press

Psionics Embodied
Table of Contents
Introduction3
A Gallery of Characters

Character Creation

Sources Used

NPCs
Aladriel, Bowmaster of the Reaches
Alhandra the Unmaker

4
7

Armite, Arbiter of Justice

10

Bass Munroe

13

Count Malbor

16

Desh-Rae-Halra19

Dr. Serasene Grym

22

Enull Battleborn

25

Erana, the Voice of Reason

28

Evan Serance

31

Li-andra the Whisper

34

Mayles Marther

37

Miraxan the Warforger

40

Nektok the Dominator

43

Garak-gro The Ripper Romak

46

Samazi Nuatl

49

Sarania the Lightfoot

52

Sumern, Walker of Worlds

55

Thum, Jarl of Shadows

58

Xander, the Invisible Blade

61

Xelara the Dreamcatcher

64

Psionics Embodied
Introduction
While the members of the adventuring party are
usually the heroes of the story, the cast of characters
involved in every campaign encompasses many more
individuals and personalities than the handful found
within the adventuring group. Psionics Embodied is
designed to give you ready-to-use psionic NPCs to help
fill in that cast of characters for your campaign without
needing to spend countless hours on character creation
or development.
These characters run the spectrum from friendly and
law-abiding like Miraxan the Warforger, to demented
psychopaths with no regard for society like Dr. Grym,
with all manner of variations in between. Whatever
your campaign, as long as pisonics exists, there are
characters in this book that can fit your world and help
flesh out the story youre looking to tell. Whether your
campaign is a psionics-heavy world, or one where they
are only found rarely, these NPCs can help you introduce
some unique individuals who can serve as friends or
foes; allies or adversaries that can span the careers
of the player characters. Some could serve as life-long
mentors, teaching new techniques with the mind blade
or new psionic powers, while others could serve as the
primary villain the party must hunt down and destroy.

A Gallery of Characters

Contained in Psionics Embodied are over twenty


psionic NPCs. Each of the ten psionic classes has at
least two representatives, with one typically being
good-aligned and the other being evil-aligned. Each
entry contains the characters history, description, and
personality.
Listed below are the NPCs for each of the ten psionic
classes:
Aegis: Sarania the Lightfoot, Thum the Jarl of Shadows
Cryptic: Alhandra the Unmaker, Count Malbor
Dread: Samazi Nuatl, Xelara the Dreamcatcher
Marksman: Aladriel the Bowmaster of the Reaches,
Garak-Gro The Ripper Romak
Psion: Nektok the Dominator, Sumern the Walker of
Worlds
Psychic Warrior: Bass Munroe, Desh-Rae-Halra,
Mayles Marther
Soulknife: Li-andra the Whisper, Xander the Invisible
Blade
Tactician: Enull Battleborn, Miraxan the Warforger
Vitalist: Dr. Serasene Grym, Erana the Voice of Reason
Wilder: Armite the Arbiter of Justice, Evan Serance
In addition, each NPC contains guidelines so that they
can either serve as an ally or an enemy to the players,
depending on what the game requires.
Each NPC is presented at character levels 5, 10, and 15,
so that they can remain relevant as the party advances

in level. These stat blocks include their typical combat


tactics, as well as any special abilities and equipment
they might use.

Character Creation

The individuals detailed in this book were created


using the rules found for NPC creation in the Pathfinder
RPG Core Rulebook. This includes using the heroic NPC
array to determine ability scores, as well as using the
heroic level to determine their equipment and combat
gear. This typically means their equipment and combat
gear is more oriented toward an encounter, rather than
long-term play, but is sufficient to keep them useful at
their particular character level.
Each NPC was given the standard level advancement
benefits, including ability score increases, which were
typically applied to either their primary manifesting
ability, or their most appropriate combat ability score
if they were not a manifester. Additionally, most of the
NPCs were granted favored class bonuses at each level,
which were typically used for either a skill point or hit
point. In some cases, the favored class bonus was used
for alternate favored class bonuses, like an extra insight
or additional power known, depending on the specific
character.
If a particular NPC is intended to be used as a member
of the party or evolves into another member of the
party through the course of the campaign, the character
wealth of the NPC should be adjusted to normal wealth
expectations of a player character instead of NPC wealth.
Otherwise, they will likely be significantly underequipped compared to the rest of the party and might
become a liability instead of an asset.

Sources Used

Character options for the different NPCs found in this


book come from either the Pathfinder RPG Core Rulebook
or from Ultimate Psionics. This includes feats, equipment,
archetypes, classes, races, and psionic powers. Use of
this book requires both of those books.

Psionics Embodied
Aladriel of the Reaches
BACKGROUND
As a girl, Aladriel loved to compete: the thrill of the
chase, the rush of the win. She would race her friends,
challenge older children, or try to outshoot the grown
archers. Her ambition placed has as the youngest archer
in training, yet many of the older boys treated her with
disdain because of her age and gender and refused to
take part in her challenges. Unrelenting, she created a
disguise with a green hood and cloak and when the boys
were out training, she ambushed them by pinning their
cloaks to the ground. Without a word, she jumped down
in front of them, pointed at each one in turn and then
challenged them with as deep a voice as she could.
To their surprise, the hooded stranger defeated them
and told them to train and return in a month to try again.
Flush with her victory, she returned to camp to hear the
boys discuss what had happened and see them train
harder than ever. Content, she too trained harder. Month
after month, she defeated them in the forest, becoming
something of a whispered legend amongst the archers.
A year after her first ambush, she revealed herself

to the boys. They were shocked not only because they


had been beaten, but that they had been deceived by
a girl. Amazingly, they saw the humor in it and for a
while, Aladriel was one of them. When the Skyarrow
Competition came to her town, she entered and managed
to beat each of her friends, then defeating the regional
champions from the other cities. She was crowned
Champion of Skyarrow, but she would hold that title for
only a few hours. A mage, father of one of the competitors,
had been studying the young elven archer and realized
she was supplementing her abilities with some form of
psychic power, and revealed this to the judges.
Aladriel was dishonored in front of her entire city,
forbidden to practice the art of archery in the elven
cities, and her bow taken from her for her deceit.
Aladriel, unaware that her abilities were anything but
natural, was devastated. So in the dead of night, she
stole back her bow and made to flee, when she faced the
boys whom she had beaten. Hungry for revenge, they
had planned to give her a fair thrashing, unaware that
she was armed. She drew her bow and arrows and, like
the well-trained archer she was, delivered a sequence
of killing shots. She fled the disaster, yet found that she
had a liking for the ultimate act of competition kill or
be killed. Since then, she serves as an assassin for hire,
remembering her hard-learned lesson that looks can
be deceptive thus she dresses as one would assume a
friendly elven archer should dress, a tactic that has let
her slip away from many hits in her career.

PERSONALITY
Aladriel is competitive to a fault, and she seeks the
ultimate challenge of one mortal against another. As
such, she does not take assassination contracts that are
easy, and has on occassion chosen to spare her enemies
so that they can grow and become a true challenge.
This competitive streak also shows up in her love for
contests of all kinds. She believes in pushing herself as
much as possible, and thus she finds herself competing
in areas she knows very little about. To her, this is a
fantastic joy, every punch to the face in a boxing game
teaches her more, every painful fall in the branchrunning contest another notch on her spiritual bow.
If she lays eyes on people she deems interesting, she
might challenge them, or let them challenge her in
turn, to see their worth. Aladriel plays hard, and many
challengers have faced death in a lethal game against
her. As a consummate hunter, she doesnt blink to take a
life, as long as it was taken for a good reason.

DESCRIPTION
Aladriel dresses in a beautiful elven-made mithral
shirt for defense with green leather underneath,
wearing a red cloak, giving her an almost classical image
of the elven archer. Her large elven ears are notched,
one notch for every comrade fallen in battle, a painful
reminder to Aladriel that others have sacrificed their
lifes for her. She has large purple almond eyes and long

Psionics Embodied
brown hair, kept in a ponytail to keep it out of the way
in combat. She carries a masterfully crafted composite
longbow of the same curly elven design as her mithral
shirt. When she notches her arrows, they transform into
energy making them very distinct.

Aladriel of the Reaches

CR 4

XP 1,200
Elf marksman 5
N Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +12

AS AN ALLY

DEFENSE

Usually, Aladriel either hires a group of adventurers to


do a certain task, or she will join them. If she hires them, it
is because she is either already on a job and needs people
to create a distraction, or she is avoiding pursuers for a
previous job. Regardless, hiring adventurers to protect
her against evil mercenaries or to sneak into the
merchants house to see if my sister is being held captive
and counting on them to fail, she pays in hard cash. If
they survive, she will be grateful and might even turn to
them again for more help, but always keeps them at arms
length, knowing that if she lets them become close to her,
she cannot treat them as expendables.
Aladriel might join a group if their goals align, such as
when the orc warlord she is hired to take out is the leader
of the warband the adventurers are tracking. Sometimes,
she might join a group simply because they impressed
her. Either way, she is a model party member: she helps
set up camp, hunts for food in the forests, tracks enemies
and takes them out when combat rolls around. However,
if at the end, her goals and those of her newfound friends
arent on the same page, she doesnt hesitate to finish her
job. She knows far too well that even friends can become
enemies, and as such, she prefers a job well done than
failing only to be betrayed.
If the adventurers know whom to ask, they might
seek her out. Aladriel enjoys training others nearly as
much as she enjoys the hunt. If she takes a liking to the
adventurers, she might even forego payment unless
her jobs have been scarce. If they seek her out in her
professional role, they will soon learn that she is both
expensive and prefers to work away from her employers.
She doesnt take up jobs that amount to simply helping
out; she needs a target and a timeframe.

AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex); +1


dodge bonus against ranged attacks
hp 32 (5d10)
Fort +0, Ref +9, Will +6; +2 racial bonus against
enchantment spells and effects
Immunity magic sleep effects

AS AN ENEMY
For most, the knowledge that Aladriel is the enemy is
only unveiled seconds before death as arrows find their
marks. She is both stealthy and capable of killing from
afar, so most encounters with her are on her terms. She
will scout out an ambush site, focus her fire on enemy
archers, and then take out her target. If she is hired to
leave no survivors, she focuses on healers first, knowing
that once they are down, she can bleed the rest dry.
She utilizes hit and run tactics against foes that are a
challenge, forcing them to stop and expend resources
to heal and recuperate, while at the same time learning
their tactics, their strengths, and their weaknesses. She
is relentless and doesnt mind fleeing time and again,
frustrating many enemies with what others deem as
cowardly behavior. She knows it isnt cowardice to
cause your enemies to misstep out of frustration.

OFFENSE
Speed 30 ft.
Melee mwk longsword +7 (1d8+1/19-20)
Ranged mwk composite longbow +12 (1d8+2/x3)
Special Attacks Style technique (expend focus during
full attack with ranged weapon for an additional
attack)
Marksman Powers Known (ML 5th; concentration +7);
12 pp
2ndconcealing amorpha
1stchameleon, offensive prescience

TACTICS
Before Combat Aladriel will try to find a secure location
that is hard to reach and try to gain cover if possible.
During Combat Aladriel always tries to distance herself
from enemies as much as possible to avoid potential
attacks. If she comes under attack, she will activate
her psionic tattoo of force screen for added protection.
Base Statistics If Aladriel is not maintaining psionic
focus, reduce her longbows damage, Reflex save and
Initiative modifier by 1.

STATISTICS

Str 13, Dex 18, Con 8, Int 10, Wis 14, Cha 12
Base Atk +5; CMB +6; CMD 20
Feats Point-Blank Shot, Psionic Meditation, Psionic Shot,
Rapid Shot, Weapon Focus (longbow)
Skills Acrobatics +12, Autohypnosis +9, Climb +6,
Perception +12, Stealth +12
Languages Common, elf
SQ Combat style (volley), cover fire, evade arrows (+1),
favored weapon (bows +1), second chance (5/day), style
mantra (+1), style skill (perception +1), split shot (5/day),
wind reader (8/day)
Combat Gear +1 shock arrows (5), potion of cure
moderate wounds, power stone of metaphysical weapon,
psionic tattoo of force screen; Other Gear masterwork
longsword, masterwork composite longbow (+1 Str)
with 20 arrows, masterwork chain shirt, tanglefoot bag,
85 gp

Psionics Embodied
Aladriel of the Reaches

CR 9

CR 9

XP 6,400
Elf marksman 10
N Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +20

DEFENSE

DEFENSE

AC 20, touch 17, flat-footed 16 (+4 armor, +4 Dex, +1


deflection, +1 dodge); +3 dodge vs. ranged attacks
hp 59 (10d10)
Fort +2, Ref +9, Will +7; +2 racial bonus against
enchantment spells and effects
Immunity magic sleep effects

AC 24, touch 18, flat-footed 18 (+6 armor, +5 Dex, +2


deflection, +1 dodge); +4 dodge against ranged attacks
hp 102 (15d10+15)
Fort +4, Ref +12, Will +9; +2 racial bonus vs.
Enchantments
Defensive Abilities evasion; Immune sleep

OFFENSE

OFFENSE

Speed 30 ft.
Melee mwk longsword +13/+8 (1d8+2/19-20)
Ranged +1 composite longbow +21/+16 (1d8+4/x3)
Special Attacks Style Technique(expend focus during
full attack with ranged weapon for an additional
attack), quick volley.
Marksman Powers Known (ML 10th; concentration
+12); 30 pp
3rdcontrol air
2ndconcealing amorpha, knockdown (DC 14), sidestep,
sonic blast.
1stchameleon, offensive prescience

Speed 30 ft.
Melee Mwk longsword +18/+13/+8 (1d8+2/19-20)
Ranged +1 shocking composite longbow +27/+22/+17
(1d8+5 plus 1d6 electricity/x3)
Special Attacks Style technique(expend focus during
full attack with ranged weapon for an additional
attack), quick volley.
Marksman Powers Known (ML 15th; concentration 17);
(57 pp total)
4thbarrage, inertial barrier, slip the bonds
3rdcontrol air
2ndconcealing amorpha, knockdown (DC 14), sidestep,
sonic blast
1stchameleon, offensive prescience

TACTICS
Before Combat Aladriel will try to find a secure location
to fire from and uses Offensive Prescience, but drinks a
potion of barkskin +2 if given the chance before a fight
that looks like a melee is inevitable.
During Combat Aladriel takes advantage of manyshot,
split shot, and rapid shot to pincushion as many
enemies as possible. Shes willing to provoke attacks of
opportunity to escape a melee (using mobility) but uses
quick volley (with point-blank shot to try to maneuver
out of corners if an enemy gets too close.
Base Statistics If Aladriel is not maintaining psionic
focus, reduce her longbows damage by 1, and her
Reflex save and Initiative modifier by 2.

STATISTICS

Str 14, Dex 18, Con 8, Int 10, Wis 14, Cha 12
Base Atk +10; CMB +12; CMD 28
Feats Dodge, Manyshot, Mobility, Point-Blank Shot,
Psionic Meditation, Psionic Shot, Rapid Shot, Weapon
Focus (longbow)
Skills Acrobatics +17, Autohypnosis +15, Climb +7,
Perception +20, Stealth +15
Languages Common, elf
SQ Combat style (volley), cover fire, disengage, elven
magic, evade arrows (+3), favored weapon (bows +3),
quick volley, style mantra (+2), style skill (perception
+3), split shot (5/day), second chance (5/day), split shot
(5/day), wind reader (8/day).
Combat Gear +1 shock arrows (12), oil of flame arrow,
potion of cure light wounds (3), potion of cure moderate
wounds (2); Other Gear mithral chain shirt, +1 composite
longbow, arrows (20), masterwork longsword, ring of
protection +1, 51 gp, 5 sp

Aladriel of the Reaches


XP 38,400
Elf marksman 15
N Medium humanoid (elf)
Init +9; Senses low-light vision; Perception +27

TACTICS
Before Combat Aladriel manifests slip the bonds and
inertial barrier for any serious fights before they even
begin, typically using her high perception to see the
enemy from very far away.
During Combat She stays at range for as long as
possible and when shes finally forced to she uses
her tattoo of force screen and potion of bulls strength
before they close.
Base Statistics If Aladriel is not maintaining psionic
focus, reduce her longbows damage by 2, and her
Reflex save and Initiative modifier by 4.

STATISTICS
Str 14, Dex 20, Con 9, Int 10, Wis 14, Cha 12
Base Atk +15; CMB +17; CMD 37
Feats Deadly Aim, Dodge, Greater Psionic Shot, Improved
Critical (longbow), Improved Initiative, Manyshot,
Mobility, Point-Blank Shot, Psionic Meditation, Psionic
Shot, Rapid Shot, Toughness, Weapon Focus (longbow)
Skills Acrobatics +21, Autohypnosis +19, Climb +10,
Perception +37, Stealth +23
Languages Common, Elven
SQ Burst arrows (2/day), combat style (volley), cover
fire, defensive shot, disengage, elven magic, evade
arrows (+4), favored weapon (bows +4), quick volley,
style mantra (+4), style skill (perception +5), split shot
(5/day), second chance (5/day), split shot (5/day), wind
reader (8/day).
Combat Gear potion of bulls strength, potion of cure
moderate wounds (3), potion of cure serious wounds,
potion of jump, psionic tattoo of force screen; Other
Gear +2 mithral chain shirt, +1 shocking composite
longbow, arrows (20), masterwork longsword, belt of
incredible dexterity +2, ring of protection +2, 86 gp, 5 sp

Psionics Embodied
Alhandra the Unmaker
BACKGROUND
When Alhandra was young, she strove to be like her
older brothers, creators and builders, makers of the
physical. One was a smith, one a carpenter and the third
a clockworker in training - but Alhandra had affinity
for none of them. Her father chided her for being born
unskilled and her mother fawned over the three elder
brothers but left Alhandra alone. When Alhandra picked
up a tool, she was more prone to break it, or whatever
she was working on, than create something. In fact, over
time, the small town where Alhandra lived came to jest
and joke about the fact that anything Alhandra laid her
hands on would fall apart.
Shamed that she could not make her parents proud,
or be an equal to her brothers, Alhandra decided to take
her life. Scared of failing even at that, she chose to end
it by entering the forbidden Tomb of Hadm, said to
be guarded by undead monstrosities unable to exit the
tomb. But as she walked inside, it was as if something
snapped into place - a quiet understanding of how the
world worked opened her eyes. Everywhere around
her, she could see numbers, complex math that she did
not quite understand, yet - but it allowed her to see how
things interacted. Armed with that understanding, the
Tomb was suddenly not as frightening, and life not as
hard. Almost by second nature, Alhandra sidestepped
traps, unmade the skeletons that came at her and walked
into the burial chamber itself. There, she could see the
complex patterns interconnecting the tiles on the floor
and, almost like a dance, sidestepped the deadly traps
that had claimed so many lives before her.
Alhandra realized that there was a reason for her
fumbling ways - she was an unmaker, born into this
world to reshape it, to tear apart the old so that the new
could grow once more. Over the years, Alhandra took to
this like a religion, sowing chaos and destruction where
she went to allow new things to blossom. She would
seduce a noble, then tell his wife of his indiscretions, or
join a group of adventurers in taking down a marauder,
only to switch sides at the very final battle. To Alhandra,
this is the reason she exists and while others might find
it wrong, she will simply smile and unmake them - for
people and opinions are but patterns created in blood
and thought, and these too can be unmade.

She doesnt mind asking uncomfortable questions,


often hoping that her prodding can trigger reactions or
force people into action. If she notices that a stablehand
is infatuated with the barmaid, she will ask them both
what is holding them back, insinuating that she might
decide to seduce one or the other if they dont act. As
such, she can quickly become unpopular, and tends
towards a nomadic lifestyle both for her safety and
also because the world is filled with endless potential. To
Alhandra, she exists to realize that potential.

DESCRIPTION
Alhandras long blonde hair complements her elven
blood, strongly seen in her emerald, almond-shaped eyes
and her pointed ears. Her neck and hands are covered
by minute symbols, not unlike elven tattoos, yet alive.
She wears a green mantle covered with golden symbols
over her shoulders, a beautiful mithril chain shirt that
looks more woven than made, and carries a masterfully
crafted elven shortbow. She tends to smile at the world,
causing all those that meet her to underestimate this
powerful cryptic, much to their dismay. She carries a

PERSONALITY
Alhandra lives life as if it was a game, one where all
people are pawns. Shes not intentionally malicious
against others, but has a careless disregard for their
safety. Constantly happy at the mysteries the world has
to offer, she follows the patterns only she can see, the
mystical equations that unfold in front of her. This can
sometimes make her seem distracted or overly focused
on arbitrary things, but she often has startling insight
into coming events or relations.

Psionics Embodied
number of keys in her belt, each representing a major
event she has unmade.

AS AN ALLY
Most often taking on the role as guiding hand or mentor,
Alhandra often finds that she needs other people to set
things in motion. She takes the time to study a group,
learning how they interact, what their motivations are
and will then mold her requests after what fits them. She
will prod them into action, hating the waiting game and
preferring that something is happening rather than not.
If she has a goal, she doesnt mind taking point, keeping
the group safe from traps and unmaking enemies before
they even get there.
Such goals usually have aspects of both societal and
material components. What might seem like a regular
exploration of an old ruin can soon turn into releasing
an ancient curse or finding written records that the
poorest family in town really are nobles and heirs
to the local throne. The curse might finally bring the
villagers together and at the cost of a few dead, help
them prosper in the long term. Perhaps the poor family
becomes resistance fighters, starting a small rebellion.
To Alhandra, even the annihilation of the village or the
destruction of order and stability in a full-scale rebellion,
are good things. If things change, new possibilities open
and blossom. While seeing the benefits of good allies,
should the group turn irrevocably against her, she
will either quietly disappear and leave them to their
own devices, or lash out to unmake them. She knows
that even her own death has a purpose, and while not
foolhardy, she does not fear dying.

AS AN ENEMY
Being Alhandras enemy is more about representing
too much order and stability rather than drawing her
ire. Alhandra loves emotions, the very centerpieces of so
much change and upheaval, but she isnt dominated by
them. Those who get in her way are often disposed of
in one manner or another but then she can be wicked
about how she does that.
An annoying group that is interfering might find
itself the target of a slander campaign about their
cultist activities, drawing inquisitions from churches
and sometimes barring the group from shopping in
a small town. If a group is more intently interfering
with or trying to stop Alhandra, they will quickly find
their rooms trapped, their advance halted by malicious
rumors, their campsite having a bees nest dumped into
it, or the like. If drawn into combat she will bind those
capable of closing into melee with her as fast as possible,
then taking out all enemies at range. She keeps mobile,
using her disrupt pattern against all enemies. If caught,
her innate abilities to bypass certain locks will quickly
allow her to flee. That said, she might not carry a grudge
against those who caught her, simply following her heart
towards new seeds of chaos.

Alhandra the Unmaker

CR 4

XP 1,200
Half-elf cryptic 5
Chaotic neutral Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +10

DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 32 (5d8+5)
Fort +3, Ref +8, Will +5; +2 bonus against enchantment
spells and effects
Defensive Abilities altered defense (+2), evasion, rapid
defense; Immunity magic sleep effects

OFFENSE
Speed 30 ft.
Ranged mwk shortbow +8 (1d6+2/x3)
Special Attacks disrupt pattern +7 (touch attack, 1d6+8
plus 2d6)
Cryptic Powers Known (ML 5th; concentration +8); 15 pp
2ndbreach, detect hostile intent
1stinevitable strike, kinetic legerdemain, know direction
and location
0detect psionics, telekinetic punch

TACTICS
Before Combat Alhandra will alter her active creature
type to match the enemy she considers to be the most
dangerous.
During Combat Alhandra prefers to make attacks with
her disrupt pattern ability, using inevitable strike if she
finds an opponent particularly difficult to hit.
Base Statistics If Alhandra is not maintaining psionic
focus, the damage of her disrupt pattern and ranged
attacks are reduced by 1.

STATISTICS
Str 8, Dex 16, Con 13, Int 16, Wis 10, Cha 12
Base Atk +3; CMB +2; CMD 15
Feats Improved Disruption, Point-Blank Shot, Psionic
Shot, Scribe Tattoo, Skill Focus (Disable Device)
Skills Craft (traps) +16, Disable Device +15, Knowledge
(psionics) +11, Perception +10, Stealth +14, Spellcraft
+11, Use Magic Device +9; +2 bonus to Perception checks
to locate traps
Languages Common, Elven, Gnome, Maenad,
Undercommon
SQ Insights (binding pattern, bypass pattern)
Combat Gear potion of cure moderate wounds, psionic
tattoo of cleanse body; Other Gear masterwork
shortbow, masterwork chain shirt, cloak of resistance
+1, power stone of wall walker, 70 gp

Psionics Embodied
Alhandra the Unmaker

CR 9

Alhandra the Unmaker

CR 14

XP 6,400
Half-elf cryptic 10
Chaotic neutral Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +15

XP 38,400
Half-elf cryptic 15
Chaotic neutral Medium humanoid (elf, human)
Init +8; Senses low-light vision; Perception +20

DEFENSE

DEFENSE

AC 19, touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 natural)


hp 65 (10d8+10)
Fort +5, Ref +11, Will +8; +2 bonus against enchantment
spells and effects
Defensive Abilities altered defense (+3), evasion, rapid
defense; Immunity magic sleep effects

AC 26, touch 18, flat-footed 18 (+6 armor, +4 Dex, +2 natural,


+4 dodge)
hp 109 (15d8+27)
Fort +8, Ref +15, Will +11; +2 bonus against enchantment
spells and effects
Defensive Abilities altered defense (+4), enduring
defense, improved evasion, rapid defense; Immunity
magic sleep effects

OFFENSE
Speed 30 ft.
Ranged +1 shortbow +11/+6 (1d6+4/x3)
Special Attacks disrupt pattern +11 (touch attack,
1d6+12 plus 4d6)
Cryptic Powers Known (ML 10th; concentration +14); 48 pp
4thFold space
3rdDanger sense, dispel psionics, ubiquitous vision
2ndbreach, detect hostile intent, resist toxin
1stinevitable strike, kinetic legerdemain, know direction
and location
0detect psionics, telekinetic punch

TACTICS
Before Combat Alhandra will alter her active creature
type to match the enemy she considers to be the most
dangerous.
During Combat Alhandra prefers to make attacks with
her disrupt pattern ability, using inevitable strike if she
finds an opponent particularly difficult to hit.
Base Statistics If Alhandra is not maintaining psionic
focus, the damage of her disrupt pattern and ranged
attacks are reduced by 2.

STATISTICS
Str 8, Dex 16, Con 13, Int 19, Wis 10, Cha 12
Base Atk +7; CMB +6; CMD 19
Feats Extra Disruption Type, Greater Psionic Shot,
Improved Disruption, Point-Blank Shot, Psionic Shot,
Scribe Tattoo, Skill Focus (Disable Device)
Skills Craft (traps) +27, Disable Device +23, Knowledge
(psionics) +17, Perception +15, Sense Motive +13, Stealth
+21, Spellcraft +17, Use Magic Device +14; +5 bonus to
Perception checks to locate traps
Languages Common, Elven, Gnome, Maenad,
Undercommon
SQ Insights (binding pattern, bypass pattern, fast stealth,
improved evasion, shatter pattern)
Combat Gear potion of cure serious wounds (2), psionic
tattoo of cleanse body; Other Gear +1 shortbow, +1 chain
shirt, amulet of natural armor +1, cloak of resistance +1,
headband of vast intelligence +2, power stone of wall
walker, 170 gp

OFFENSE
Speed 30 ft.
Ranged +2 shortbow +17/+12/+7 (1d6+5/x3)
Special Attacks disrupt pattern +16 (touch attack,
1d6+16 plus 7d6 plus 8 bleed)
Cryptic Powers Known (ML 15th; concentration +20); 113 pp
5thpierce the veils
4thDisrupting strikes, energy adaptation, fold space,
slip the bonds, steadfast perception
3rdDanger sense, dispel psionics, ubiquitous vision
2ndbreach, detect hostile intent, resist toxin
1stinevitable strike, kinetic legerdemain, know direction
and location
0detect psionics, telekinetic punch

TACTICS
Before Combat Alhandra will alter her active creature
type to match the enemy she considers to be the most
dangerous.
During Combat Alhandra prefers to make attacks with
her disrupt pattern ability, using inevitable strike if she
finds an opponent particularly difficult to hit.
Base Statistics If Alhandra is not maintaining psionic
focus, the damage of her disrupt pattern and ranged
attacks are reduced by 2.

STATISTICS
Str 8, Dex 18, Con 13, Int 22, Wis 10, Cha 12
Base Atk +11; CMB +6; CMD 19
Feats Extra Disruption Type, Extra Insight, Greater
Psionic Shot, Improved Disruption, Improved Initiative,
Point-Blank Shot, Psionic Body, Psionic Shot, Scribe
Tattoo, Skill Focus (Disable Device)
Skills Autohypnosis +18, Craft (traps) +36, Disable
Device +29, Intimidate +19, Knowledge (psionics) +24,
Perception +20, Sense Motive +18, Spellcraft +24, Stealth
+27, Use Magic Device +19; +7 bonus to Perception
checks to locate traps
Languages Common, Elven, Gnome, Maenad,
Undercommon
SQ Insights (binding pattern, bleeding pattern, bypass
pattern, fast stealth, improved evasion, light-bending
pattern 9/day, quick disable, shatter pattern)
Combat Gear potion of cure serious wounds (2), psionic
tattoo of cleanse body; Other Gear +1 shortbow, +2
chain shirt, amulet of natural armor +2, belt of incredible
dexterity +2, cloak of resistance +2, headband of vast
intelligence +4, power stone of wall walker, 170 gp

Psionics Embodied
Armite, Arbiter of Justice
BACKGROUND
Armite is an orphan, growing up to take care of his
younger brother his entire life, they both lived a rough
life on the streets. Armites charming personality and
way with people made sure they at least had a stable to
sleep in, some leftovers in their bellies, and a friendly
hug when things were harsh. An old criminal kidnapped
Armites brother, pressing him into stealing for him. By
the time Armite found the criminal, the brother had been
killed, pushing Armite past his breaking point. Armite
still doesnt remember, nor does he want to remember,
exactly HOW the criminal died, yet his heart is content
knowing that the murderer is dead.
Lost without a brother to care for, yet yearning for a
reason to live, Armite turned towards helping others as
a way to soothe the pain he felt in his heart. He turned
towards those who had failed him and his brother first,
going after corrupt city guardsmen paid to look the other
way when crime surged, then after the nobility that
preyed upon the citizens. One by one, he lashed out at all
those that would hurt and harm the innocent.
Such unfocused outbursts tended to make enemies and
when Armite attacked a corrupt noble family, he made
dangerous foes. The family was a pack of shapeshifters,
using their abilities to work both the noble courts and the

criminal underworld and extending their influence into


both city guards and magistrates. With shapeshifters as
enemies, Armite soon saw himself under attack. One by
one his allies died or left, leaving him to face the family
alone. In every instance, Armite recruited more allies,
and even though the family was shattered, their criminal
power gone forever, he blames himself for the trail of
dead bodies behind him. For every righteous move he
makes, he feels that another friend dies, another ally
leaves afraid for their lives.
Armite, striving to help others in need, has a burning
hatred for those who take or abuse children and will
tend to black out with anger when confronted with
these people. His anger summons his avengers, terrible
and brutal justicars that deem out his swift justice, yet it
often leaves him feeling drained.
These blackouts are problematic for Armite, leaving
him in unfamiliar places, or with the blood of dead
criminals on his hands, but with no recollection of what
transpired. For this reason, Armite tries to surround
himself with allies and adventurers, people who can
keep an eye on him and help him remember exactly why
someone died. He fears that he will one day hurt innocent
people, but so far his friends have been adamant that all
who died at the hands of his justicars deserved it for the
evils they perpetuated.

PERSONALITY
Armite is driven by the wish to make life better for all
the oppressed, to remove those who abuse their power
from this world and to make life in general better. He
also harbors a deep wound, driven by the fact that he
failed to protect his sibling, he wants to find a way to
return the young brother to life. He knows he will need
resources to do this, and therefore throws himself into
many different endeavors, from cleaning out graveyards
from undead menaces, to importing spices with the
desert caravans, always striving to save away some of
his money to pay for a resurrection should the day come.
This intense drive to have his brother resurrected can
also be exploited by less scrupulous people, and once or
twice Armite has been strung along with the potential of
a scroll of resurrection in the hoard of a monster. This
means that sometimes his actions dont always align
with his other ambitions, hoping to find a shortcut to
correcting the mistake he made as a young man.

DESCRIPTION
With a head covered in purple hair and beard, his face
is often unmistakable in a crowd, where his dark skin
and piercing blue eyes make him stand out. Dressed for
a life of adventure, he has sturdy boots, a belt of dorjes
and tools and rough gloves. His green cloak is clasped
to his chest, bearing the only extravagant piece Armite
owns a golden clasp. Anything else he has or acquires
tends to serve a purpose. When he takes to adventuring,
he uses a longspear to keep enemies away, preferring to
rely on his surge blast if needed.

10

Psionics Embodied
AS AN ALLY
Armite is quick to take up arms against all forms of
injustice, especially if that injustice is targeted against
children or other innocents. His strong views on this
means that unless the group is already of similar minds
he can quickly make encounters with less upstanding
citizens problematic. He believes in universal justice
and that he has a right to mete it out against all those
who are evil. This strong belief also means that often
he works for free or for little monetary gain, delaying
his brothers resurrection yet he believes it to be a
worthwhile sacrifice. Better to save a hundred now, than
to have to raise them from the dead in a week.
His small stature means many enemies will misjudge
him initially, something he uses to his benefit. He often
unleashes his justicars on enemies, summoning them
to flank and aid his allies as much as he can. He believes
that a well-tuned group can overcome enemies far
beyond their individual strength and will often take time
to talk things through and suggest that the group train or
prepare for certain scenarios.
As a mentor, Armite shares of his knowledge and
power freely to those he deems to be fighting the good
fight, often requiring no payment beyond a continued
fight against oppression, criminals and evildoers. Armite
believes that it doesnt really matter what evil you are
fighting, as long as you are fighting it if you accept it
and leave it be, it will fester and destroy, like the criminal
that kidnapped and then killed his brother.

AS AN ENEMY
Forcing your way unto others, acting like a criminal
or oppressing others is a surefire way to gain a staunch
enemy in Armite. He lets his emotions define him and
nothing drives a greater emotional response than
injustice. He will recruit people to go after you, exchange
his services for that of others and take up arms.
He is at his most dangerous when given a chance to
blast his enemies from afar, bursting their heads from
within or scorching them with rays of wrathful fire.
His ability to empower his dorjes means that if given
a chance to prepare, he is often very powerful for his
size, and with allies or justicars (his astral constructs)
to keep enemies at bay, things can quickly turn sour
when he ambushes you. While not technically trained,
his small size and nimbleness makes him hard to spot
and his heightened senses help him keep from being
ambushed in turn.
Knowing that he cannot outrun his enemies he will
fight to the bitter end. As such he can be calculating in his
response to enemies, preferring to permanently take out
enemies knowing that all it takes is some quick healing
for all his fighting to be undone. This coldblooded ability
to kill unconscious enemies sometimes surprises those
who meet him, believing his friendly demeanor and
merry looks to determine his behavior, rather than the
anger that boils beneath.

Armite, Arbiter of Justice

CR 4

XP 1,200
Gnome wilder 5
CG small humanoid (gnome, psionic)
Init +2; Senses low-light vision; Perception +11

DEFENSE
AC 17, touch 15, flat-footed 14 (+2 armor, +2 Dex, +1
dodge, +1 size, +1 deflection)
hp 36 (5d8+10)
Fort +3, Ref +3, Will +5 ; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus
to AC vs. giants), elude attack (+1)

OFFENSE
Speed 20 ft.
Melee Mwk longspear +3 (1d6-2)
Ranged Surge blast +6 (ranged touch, 2d6 force)
Special Attacks +1 on attack rolls against goblinoid and
orc humanoids
Gnome Spell-Like Abilities (CL 5th; concentration +9)
1/daydancing lights, ghost sound, prestidigitation,
speak with animals
Wilder Powers Known (ML 5th; concentration +9); 35
pp
2nddetect hostile intent
1stastral construct, defensive precognition, mind thrust
(DC 15)
0crystal light

TACTICS
Before Combat Armite will summon an astral construct
and direct it to attack, while activating his dorje of force
screen for added protection.
During Combat Armite prefers to use mind thrust as
his offensive attack, staying out of melee as much as
possible and using astral constructs as obstacles to
keep enemies out of reach.

STATISTICS
Str 6, Dex 14, Con 14, Int 10, Wis 13, Cha 18
Base Atk +3; CMB +0; CMD 14
Feats Craft Wand, Expanded Knowledge (astral
construct), Modified Blast, Scribe Scroll, Surging Aura
Skills Craft (jewelry) +8, Diplomacy +12, Perception +10,
Sense Motive +9, Spellcraft +8, Use Magic Device +12
Languages Common, Gnome, Sylvan
SQ artificers surge, improved surge bong, psychic
enervation, surge blast, surge bond, surging euphoria
(+1), wild surge (+2, artificers surge)
Combat Gear dorje of energy ray (21 charges), dorje of
entangling ectoplasm (17 charges), dorje of force screen
(18 charges), dorje of inertial armor (21 charges), dorje
of vigor (15 charges), potion of cure moderate wounds;
Other Gear Small masterwork longspear, leather
armor, ring of protection +1, flask of acid (2), flask of
alchemists fire (2), 30 gp

11

Psionics Embodied
Armite, Arbiter of Justice

CR 9

CR 14

XP 6,400
Gnome wilder 10
CG small humanoid (gnome, psionic)
Init +2; Senses low-light vision; Perception +16

XP 38,400
Gnome wilder 15
CG small humanoid (gnome, psionic)
Init +2; Senses low-light vision; Perception +21

DEFENSE

DEFENSE

AC 21, touch 16, flat-footed 16 (+5 armor, +2 Dex, +3


dodge, +1 size)
hp 68 (10d8+20)
Fort +5, Ref +5, Will +9 ; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus
to AC vs. giants), elude attack (+3)

AC 26, touch 19, flat-footed 20 (+7 armor, +2 deflection,


+2 Dex, +4 dodge, +1 size)
hp 101 (15d8+30)
Fort +9, Ref +9, Will +13; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus
to AC vs. giants), elude attack (+4)

OFFENSE

OFFENSE

Speed 15 ft.
Melee Mwk longspear +8/+3 (1d6-1/x3)
Ranged Mwk light crosswbow +11 (1d6/19-20)
Ranged Surge blast +12 (ranged touch, 3d6 force)
Special Attacks +1 on attack rolls against goblinoid and
orc humanoids
Gnome Spell-Like Abilities (CL 10th; concentration +15)
1/daydancing lights, ghost sound, prestidigitation,
speak with animals
Wilder Powers Known (ML 10th; concentration +15); 113 pp
5thupheaval (DC 20)
4thpsychokinetic charge
3rdguarded sleep
2nddetect hostile intent
1stastral construct, defensive precognition, mind thrust
(DC 15)
0crystal light

Speed 30 ft.
Melee +1 longspear +11/+6/+1 (1d6-1/x3)
Ranged +1 light crossbow +15 (1d6+1/19-20)
Ranged Surge Blast +12 (ranged touch, 5d6 force)
Special Attacks +1 on attack rolls against goblinoid and
orc humanoids
Gnome Spell-Like Abilities (CL 15th; concentration +20)
1/daydancing lights, ghost sound, prestidigitation,
speak with animals
Wilder Powers Known (ML 15th; concentration +20); 232 pp
7thdecerebrate (DC 22)
6thbrutalize wounds (DC 21)
5thupheaval (DC 20)
4thpsychokinetic charge
3rdguarded sleep
2nddetect hostile intent
1stastral construct, defensive precognition, mind thrust
(DC 15)
0crystal light

TACTICS
Before Combat Armite creates a fully-augmented astral
construct and sends it into battle using psychokinetic
charge, before looking for a defensible position.
During Combat He prefers using his cognizance crystals
with mind thrust, using his own pp as a last resort or
to make more astral constructs as needed. He uses his
dorje of energy ray more than his crossbow.

STATISTICS
Str 8, Dex 14, Con 14, Int 10, Wis 14, Cha 18
Base Atk +7; CMB +5; CMD 23
Feats Boost Construct, Craft Cognizance Crystal, Craft
Wand, Expanded Knowledge (astral construct),
Inquisitor, Modified Blast, Scribe Scroll, Surging Aura
Skills Craft (jewellry) +15, Diplomacy +17, Perception +16,
Sense Motive +15, Spellcraft +10, Use Magic Device +11
Languages Common, Gnome, Sylvan
SQ artificers bond, improved surge bond, psychic
enervation, surge blast, surge bond, surging euphoria,
wild surge
Combat Gear dorje of energy ray (15 charges), dorje of
entangling ectoplasm (10 charges), dorje of force screen
(15 charges), dorje of vigor (grants 20 temporary HP,
10 charges), +1 flaming bolts (5), potion of cure light
wounds (3), potion of cure moderate wounds; Other
Gear +2 chain shirt, Mwk light crossbow, crossbow
bolts (10), masterwork longspear, cognizance crystals
(4 at 1 pp, 1 at 3 pp), masterwork jewellers tools, 205 gp

12

Armite, Arbiter of Justice

TACTICS
Before Combat Armite creates a fully-augmented astral
construct and sends it into battle using psychokinetic
charge, before looking for a defensible position.
During Combat He prefers using his cognizance crystals
with mind thrust, using his own pp as a last resort or
to make more astral constructs as needed. He uses his
dorje of energy ray more than his crossbow.

STATISTICS
Str 6, Dex 14, Con 14, Int 10, Wis 14, Cha 21
Base Atk +11; CMB +10; CMD 31
Feats Advanced Constructs, Boost Construct, Craft
Cognizance Crystal, Craft Wand, Endowed Mind, Expanded
Knowledge (astral construct), Inquisitor, Modified Blast,
Ready Response, Scribe Scroll, Surging Aura, Up The Walls
Skills Acrobatics +5, Craft (jewelry) +20, Diplomacy +23,
Perception +21, Sense Motive +20, Spellcraft +12, Use
Magic Device +12
Languages Common, Gnome, Sylvan
SQ Artificers surge, improved surge bond, psychic enervation,
surge blast, surge bond,surging euphoria, wild surge
Combat Gear dorje of energy ray (10 charges), dorje of
entangling ectoplasm (5 charges), dorje of force screen (15
charges), dorje of vigor (grants 20 temporary HP, 5 charges),
potion of cure serious wounds; Other Gear +3 chain shirt,
+1 light crossbow, +1 longspear, cloak of resistance +2,
cognizant crystal (1 pp), cognizant crystal (1 pp), cognizant
crystal (1 pp), cognizant crystal (1 pp), cognizant crystal (3
pp), headband of alluring charisma +2, pearl, brain lock (2),
ring of protection +2, artisans tools, 205 gp

Psionics Embodied
Bass Munroe
BACKGROUND
Bass was always a lone child until his family moved
in next door to Mayles family. With Mayles, Bass found
a soulmate, someone he could share anything with and
together they hunted the woods, camped and learned
how to survive together. It was side by side that they
joined the Kings Army, fought his battles and wars, and
it was by the Kings Army they were abandoned when
something went wrong.
But to Bass, this was the culmination of his life
experiences - here he and his best friend were forced
to rely solely on themselves, awakening inner power
unlike either of them had seen before, allowing them to
fight clear of flesh-eating plants, horrid monsters and
worse. Side by side, Bass and Mayles liberated a series
of villages and towns, first from monsters, then from
criminals and oppressors. But for each village they left,
it soon fell to predators again.
To counter this, Bass suggested they form a militia with Mayles heading up the daily training and patrolling
of the civilized areas, and Bass doing spearhead attacks
against criminal outposts, monsters or ruins filled with
unspeakable things. Over time, Bass saw Mayles becoming
weaker and weaker, falling in love with some woman
and ignoring his duties to the people. When a group of
lycanthropes took Mayles brother-in-law, Bass wondered
whether his friend would buckle or rise up again. Rise he
did, but not against the werewolves, for Mayles found out
that the brother-in-law had been turned.
Saddened that Mayles was unable to put the good of
all ahead of his own feelings, Bass took his team and
hunted the werewolves down. When he returned with
their heads on stakes, he assumed Mayles would see the
error of his ways and thank him. Instead, he betrayed
Bass in the worst possible way - he drew his weapon
against him. Bass was horrified, his brother had gone
mad before his eyes. Bass declined the challenge and
Mayles left, leaving behind a grieving wife.
Where Mayles left behind his responsibilities, Bass
hardened, taking up the mantle of General for the Militia
his friend had abandoned. He would not allow anarchy
to reign, and so he strives to pacify all others, be they
villagers or criminals, his headsmen hunting the beasts
of the world together with their general. Without Mayles,
Bass drinks deeply from his inner rage, furious at being
betrayed, venting his rage against rebels, enemies and
monsters alike. Now it is his destiny to reshape the
world into a place where people can be safe, order can
be achieved and weaklings like Mayles are weeded out
before they pollute the world.

quite capable of extreme acts of violence and it doesnt


matter who they are or who they were. In a world where
violence is commonplace, the only way to safeguard
people is to hold a greater potential for violence. This
is Bass goal, to be able to hold the greatest potential
for violence - both on a personal and political level.
He believes that this threat will keep others in line,
preventing them from preying upon each other and at
the same time keep them safe, unleashing this potential
against enemies and monsters alike.
What others might call callousness is nothing but
survival instinct to Bass. You cannot show pity to a
monster because he was once family, for he can still tear
you apart. You cannot allow weakness to spread in your
ranks, for if one fails, more fall. Bass does not seek power,
it comes to him almost naturally as a consequence of his
actions. Yet he will wield this power for the safety of all,
even if that means that the few must suffer.

DESCRIPTION
No hair on his head, with a number of tattoos across
his skull and down the sides of his face, Bass is the

PERSONALITY
Bass is a warrior first and foremost and a leader
second. He believes that unless you fight for what you
want, youll never get it. To Bass, the world is a horrific
place filled with danger, be it monsters or men, all are

13

Psionics Embodied
screaming image of beast warrior. He prefers to have
his claws out at all times and most of the time his face is
twisted in a feral snarl. Sharply contrasting his beastial
side, Munro wears a uniform.

AS AN ALLY
Bass tends towards either being a commander or
a mentor, friendship has cost him before and he will
rarely let others get close enough to him to become
friends. As a commander, he treats those that work
for him extraordinarily well, but requires absolute
obedience. He will smile, joke and drink with his men,
but if someone betrays him, he will hunt him down in
person and tear his heart from his chest, still beating.
People who work for or under Bass tend to know this
and he doesnt feel there is a need to make this obvious
to others beyond his own appearance.
If on a mission for Bass, he allows people to
work unsupervised and doesnt mind sending in
reinforcements if he deems it necessary, but he
takes badly to outright failure. To Bass, if you take
responsibility for something, and find yourself unable to
complete it, it is your duty to return and request more
resources, not get killed. He pays well, trains his troops
hard and makes sure they have the best equipment they
need to overcome their enemies.
If Bass is a mentor, he gives the person or the group
his undivided attention and asks the same in return. He
will gladly teach his skills to others, but sometimes his
methods might seem strange, since he knows that most
who have the potential will manifest it when in danger.
Sometimes that means ambushing them when returning
from a long day of training, or setting them up against a
monster that is dangerous. He wont let things get out of
control and will often step in himself if he has misjudged
his pupil, or the situation.

AS AN ENEMY
While noone wants enemies, Bass is the worst kind of
enemy to have. He comes after the people he determines
to be his enemies with an extreme prejudice, not caring
for collateral damage and knowing that the threat of
extreme violence to loved ones often helps. If forced to
act upon his threats, he will often be sorrowful that his
hand is forced, but will nonetheless carry through on his
threat. There is no point to threatening if you cannot or
will not go through with it at least not to Bass.
Bass has an almost instinctual understanding of people
and their weak spots and prefers to gather his men and go
after those weak spots. It doesnt matter if its a beloved
dog, a family member or your grandfathers cabin in the
woods. If Bass believes it can be used against you, he will
use it. If his enemies cannot be forced into submission,
Bass will often lead the charge himself, turning into a
horrid beast warrior, tearing enemies limb from limb,
darting across the battlefield like a hurricane of death.

14

Bass Munroe

CR 4

XP 1,200
Half-orc psychic warrior 5
LE Medium humanoid (human, orc, psionic)
Init +4; Senses darkvision 60 ft.; Perception +11

DEFENSE
AC 19, touch 10, flat-footed 19 (+9 armor)
hp 39 (5d8+13)
Fort +6, Ref +2, Will +5
Defensive Abilities ferocity

OFFENSE
Speed 20 ft.
Melee 2 claws +5 (1d6+8) and bite +2 (1d8+6) or mwk
longsword +5 (1d8+7/19-20)
Special Attacks Feral warrior maneuver (charge, 2
claws +6, 1d6+9 each)
Psychic Warrior Powers Known (ML 5th; concentration
+8); 15 pp
2ndanimal affinity, psionic lions charge
1stbiofeedback, bite of the wolf, claws of the beast,
expansion, metaphysical claw
0detect psionics, vim

TACTICS
Before Combat Bass manifests claws of the beast and
metaphysical claw if they are not already active, using
expansion if facing multiple opponents. Although he
typically has an unaugmented claws of the beast active
at all times.
During Combat Bass prefers to give a show of force and
dissuade others from pursuing combat, so will often
use psionic lions charge on one opponent, hoping to
incapacitate or eliminate that target in one fell swoop.
Base Statistics If Bass has not had time to manifest
claws of the beast, reduce the damage of his claw
attacks to 1d4. If he is not maintaining focus, reduce
his bonus to attack and damage rolls made with his
claws by 1. If he has not had time to manifest bite of
the wolf, he does not get a bite attack.

STATISTICS
Str 16, Dex 10, Con 13, Int 8, Wis 16, Cha 12
Base Atk +3; CMB +6; CMD 16
Feats Deep Focus, Improved Initiative, Power Attack,
Psionic Body, Psionic Fist, Psionic Meditation
Skills Autohypnosis +11, Diplomacy +6, Intimidate +8,
Perception +11
Languages Common, Orc
SQ Feral warrior trance, warriors path (feral)
Combat Gear Dorje of force screen (15 charges); Other
Gear Masterwork full plate, masterwork longsword,
cloak of resistance +1, 210 gp

Favored class bonus goes to skill points

Psionics Embodied
Bass Munroe

CR 9

Bass Munroe

CR 14

XP 6,400
Half-orc psychic warrior 10
LE Medium humanoid (human, orc, psionic)
Init +4; Senses darkvision 60 ft.; Perception +22

XP 38,400
Half-orc psychic warrior 15
LE Medium humanoid (human, orc, psionic)
Init +4; Senses darkvision 60 ft.; Perception +29

DEFENSE

DEFENSE

AC 21, touch 11, flat-footed 21 (+10 armor, +1 deflection)


hp 67 (10d8+22)
Fort +9, Ref +4, Will +7
Defensive Abilities ferocity

AC 22, touch 12, flat-footed 22 (+10 armor, +2 deflection)


hp 90 (15d8+15+18)
Fort +12, Ref +7, Will +10
Defensive Abilities ferocity

OFFENSE

OFFENSE

Speed 20 ft.
Melee 2 claws +11 (1d6+9) and bite +11 (2d6+6) or mwk
longsword +10 (1d8+8/19-20)
Special Attacks Feral warrior maneuver (charge, 2
claws +12, 2d6+9 each)
Psychic Warrior Powers Known (ML 10th;
concentration +13); 43 pp
4thtruevenom
3rddimension slide, hostile empathic transfer, physical
acceleration
2ndanimal affinity, psionic lions charge, sidestep
1stbiofeedback, bite of the wolf, burst, claws of the beast,
expansion, metaphysical claw
0detect psionics, vim

Speed 20 ft.
Melee 2 claws +17 (1d6+10/19-20) and bite +17 (1d8+7)
or mwk longsword +15 (1d8+9/19-20)
Special Attacks Feral warrior maneuver (charge, 2
claws +17, 1d6+10/19-20 each)
Psychic Warrior Powers Known (ML 15th;
concentration +19); 105 pp
5thadapt body, bonding strike, oak body
4thbattle transformation, truevenom, zealous fury
3rddimension slide, hostile empathic transfer, physical
acceleration
2ndanimal affinity, psionic lions charge, sidestep
1stbiofeedback, bite of the wolf, burst, claws of the beast,
expansion, metaphysical claw
0detect psionics, vim

TACTICS
Before Combat Bass manifests claws of the beast and
metaphysical claw if they are not already active, using
expansion if facing multiple opponents. Although he
typically has an unaugmented claws of the beast active
at all times.
During Combat Bass prefers to give a show of force and
dissuade others from pursuing combat, so will often
use psionic lions charge on one opponent, hoping to
incapacitate or eliminate that target in one fell swoop.
Base Statistics If Bass has not had time to manifest
claws of the beast, reduce the damage of his claw
attacks to 1d4. If he is not maintaining focus, reduce
his bonus to attack and damage rolls made with his
claws by 2. If he has not had time to manifest bite of
the wolf, he does not get a bite attack.

STATISTICS
Str 18, Dex 10, Con 13, Int 8, Wis 17, Cha 12
Base Atk +7; CMB +10; CMD 20
Feats Alertness, Deep Focus, Greater Psionic Fist,
Improved Initiative, Power Attack, Psionic Body, Psionic
Fist, Psionic Meditation, Unavoidable Strike
Skills Autohypnosis +16, Diplomacy +11, Intimidate +13,
Perception +22
Languages Common, Orc
SQ Feral warrior trance, warriors path (feral), secondary
path (interceptor)
Combat Gear Dorje of force screen (15 charges), power
stone of body purification, power stone of claws of
the vampire; Other Gear full plate +1, masterwork
longsword, belt of giant strength +2, cloak of resistance
+1, cognizance crystal (1), ring of deflection +1, 210 gp

TACTICS
Before Combat Bass manifests claws of the beast and
metaphysical claw if they are not already active, using
expansion if facing multiple opponents. Although he
typically has an unaugmented claws of the beast active
at all times.
During Combat Bass prefers to give a show of force and
dissuade others from pursuing combat, so will often
use psionic lions charge on one opponent, hoping to
incapacitate or eliminate that target in one fell swoop.
Base Statistics If Bass has not had time to manifest
claws of the beast, reduce the damage of his claw
attacks to 1d4. If he is not maintaining focus, reduce
his bonus to attack and damage rolls made with his
natural attacks by 4 and the damage rolls with his
natural attacks by 2. If he has not had time to manifest
bite of the wolf, he does not get a bite attack.

STATISTICS
Str 20, Dex 10, Con 13, Int 8, Wis 20, Cha 12
Base Atk +11; CMB +15; CMD 25
Feats Advanced Feral Path, Alertness, Critical Refocus,
Deep Focus, Greater Psionic Fist, Improved Critical
(claw), Improved Initiative, Power Attack, Psionic Body,
Psionic Critical, Psionic Fist, Psionic Meditation, Strike
Back, Unavoidable Strike
Skills Autohypnosis +23, Diplomacy +16, Intimidate +20,
Perception +29
Languages Common, Orc
SQ Feral warrior trance, pathweaving 1/day, warriors
path (feral), secondary path (interceptor)
Combat Gear Dorje of force screen (15 charges), power
stone of body purification, power stone of claws of
the vampire; Other Gear full plate +1, masterwork
longsword, belt of giant strength +4, cloak of resistance
+2, cognizance crystal (3), headband of inspired wisdom
+2, ring of deflection +2, 210 gp

15

Psionics Embodied
Count Malbor
BACKGROUND
Count Malbor was raised as an aristocrat, learning his
place in the world (and that of those beneath him) and
quickly understanding that power comes to those that
earn it. As a child, he would challenge the castle staff
to advanced wargames, creating and redefining rules
to understand how they worked, gaining a growing
interest in laws.
As a young adult, Malbor summoned lawyers and
judges from across the world, learning different
interpretations and how they allowed people to use
the law to their benefit. Malbor began seeing patterns
in laws and then realized that these patterns carried
over into the world at large. Armed with this knowledge,
Malbor turned it against his enemies, using the law to
hinder them, to dispose of them, and to raise himself up.
When things turned dark, he framed his enemies or tore
their bodies asunder by unwinding their own patterns.
When his enemies turned on him, sending assassins
and darker things summoned from the beyond, they
were caught in his elaborate traps, his mansion a
veritable death pit from which few killers escaped. Some
were caught and allowed to live as witnesses against his
enemies, others were left to rot in his traps, surviving on
the next wave of killers sent to get him.
Malbor has made powerful enemies, but also powerful
friends. He can open the doors of most kingdoms, and
allow unsurpassed loans and huge stipends to come
to those he favors. There are no rules he does not
understand, no law he hasnt mastered.

PERSONALITY
Malbor works both as a mentor and a villain. As a
mentor, he might have chosen the PCs because their
success feeds his success, or he sees their actions
unraveling the actions of his opponents. Malbor is wellspoken, highly intelligent, and does not mind helping
people. However, as a villain, he offers a hard target - he
is a respected, law-abiding member of the nobility with
a large retinue of servants, a well-defended home, and
dangerous friends. Yet, he has no compunctions about
destroying lives, slavery, or even killing his enemies as
long as it is done within the safe confines of law.

DESCRIPTION
Malbor dresses in deep purples, a mantle or cloak
billowing behind him as he walks. He has short black
hair that is combed back with a smile that would make
a vampire shudder. He dresses in an exquisite suit of
purple studded leather with mithril studs and carries
his family heirloom dueling sword by his side at all
times. Often seen with a book, either by his side or
while reading it, he is a well-known figure in most
aristocratic circles.

16

AS AN ALLY
Count Malbor is a powerful ally, because he is wealthy,
well-connected, ruthless, and capable. His favors come
at a price, naturally, but he is reasonable and knows that
a little smile and a friendly act can achieve more than
mercenary price gouging. This means he will often scout
out an adventurer group and help them in different
ways, to make them positive towards him. Once they
view him in a positive way, he invites them over for
dinner, feasting them, figuring out what they want and
need, as well as how they can serve him best.
This means that in almost all cases, Count Malbor will
act as a mentor, teaching inexperienced adventurers the
ways of the world and at the same time, shaping their
worldview. His ability to set up meetings with almost any
noble, loremaster, or merchant means that his protgs
have access to knowledge and power most others dont.
If they need enchanted items, he knows both the people
to do it and has the funds to loan them, equipping them
while at the same time indebting them. One of the most
important things that Count Malbor offers his allies is
a truly safe haven in the form of his mansion. Without

Psionics Embodied
prior knowledge, trying to attack or enter the mansion is
a death sentence, as Count Malbor entertains himself by
devising new traps or ever more devious layouts.
When he has to defend himself, he has no compunctions
about tricking opponents, making them step into horrible
traps, trying to bribe them or goad them into making
mistakes. He will make sure to maximize his allies
abilities and has a phenomenal understanding of how
to make the most of limited resources. His inventiveness
has often been the death of attackers.
That said, all allies of Count Malbor know that there
comes a time to repay him, and he makes sure to utilize
these favors to the greatest extent. He will prefer to use
just a little every time, leveraging it into more favors,
more gold, or more ways to gain power over others.

AS AN ENEMY
Malbors greatest power is in his extensive network
of contacts, friends in high places, deep understanding
of the law, and deep pockets. Those who make enemies
of the Count quickly find themselves without friends
wherever they go. Shopkeepers know that those who
trade with the blacklisted soon find themselves on
that blacklist, and when nobles and merchants dont
shop, the stores go belly up. The same can be said for
almost any venture except religious ones, and as such,
Malbors grasp on local society is great. But this is just
the beginning of his enemies troubles. They will soon
find themselves charged with criminal acts, whether
guilty or not, and must defend themselves in court.
Malbors actions escalate if his targets arent dissuaded.
He will have them watched, perhaps even goaded into
drawing weapons against one of his underlings. Should
they do so, he is quick to call upon his heavily armed
and vicious personal guard to defend his employees,
an act that often leaves a cocky group of adventurers
worse for wear. Trying to find support against him from
a city guard or similar institutions is almost impossible.
Not only does Count Malbor generously support the city
guard, but he knows he will not be judged in court for
defending his underlings.
Should this display of personal power not push the
annoying adventurers away, Count Malbor looks to have
them sentenced while they are out of town, in contempt
of the judge, and even personally pay to have them
hunted and brought to justice, dead or alive. He makes
sure that anyone interested in such a payment should do
well to deliver them dead rather than alive.
With enemies like Malbor, only two options really
remain for adventurers: flee or attack. If they attack him
in public, he will flee and return later with a price on
their head and support from the law for the attempted
murder. If they come at him in his mansion, he will play
cat and mouse with them, using his mansion as a death
trap and his powers to ensure that no one gets out alive.
This is the only place where he is overconfident and if
cornered here, he will fight to the death.

Count Malbor

CR 4

XP 1,200
Human cryptic 5
LE Medium humanoid (human)
Init +2; Senses Perception +6

DEFENSE
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 29 (5d8+3)
Fort +2, Ref +7, Will +6
Defensive Abilities altered defense (+2), evasion, rapid
defense

OFFENSE
Speed 30 ft.
Melee Rapier +2 (1d6-1/18-20)
Ranged Mwk shortbow +7 (1d6+2/x3)
Special Attacks Disrupt pattern +6 (ranged touch attack,
1d6+6 plus 2d6)
Cryptic Powers Known (ML 5th; concentration +9); 18
pp
2ndDetect hostile intent, resist toxin
1stElfsight, offensive precognition, vigor
0Detect psionics, far hand

TACTICS
Before Combat Wary of previous attacks on his life,
Malbor manifests vigor at the first sign of trouble.
During Combat Malbor will seek to lure enemies onto
his traps, using his disrupt pattern ability as his main
form of attack.
Base Statistics If Malbor is not maintaining psionic
focus, decrease his ranged attack and disrupt pattern
damage by 1.

STATISTICS
Str 8, Dex 14, Con 10, Int 18, Wis 12, Cha 13
Base Atk +3; CMB +2; CMD 14
Feats Point-Blank Shot, Precise Shot, Psionic Meditation,
Psionic Shot, Scribe Tattoo
Skills Autohypnosis +8, Craft (trap) +12, Disable Device
+10, Knowledge (local) +11, Knowledge (nobility) +11,
Knowledge (psionics) +11, Perception +6, Sense Motive
+9, Spellcraft +12, Stealth +13, Use Magic Device +9
Languages Common, Dwarven, Elven, Gnome, Xeph
SQ Insights (empower trap, quick trapsmith)
Combat Gear Bear trap (2), dorje of energy ray (22
charges), potion of cure moderate wounds, psionic
tattoo of force screen, psionic tattoo of specified energy
adaptation; Other Gear Masterwork studded leather
armor, rapier, masterwork shortbow, 20 arrows, cloak
of resistance +1, thieves tools, 110 gp

17

Psionics Embodied
Count Malbor

CR 9

CR 14

XP 38,400
Human cryptic 15
LE Medium humanoid (human)
Init +2; Senses Perception +18

DEFENSE

DEFENSE

AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1


deflection)
hp 56 (10d8+11)
Fort +5, Ref +11, Will +10
Defensive Abilities altered defense (+3), improved
evasion, hide in plain sight, rapid defense

AC 20, touch 15, flat-footed 16 (+5 armor, +2 Dex, +2


deflection, +1 dodge)
hp 78 (15d8+11)
Fort +7, Ref +13, Will +12
Defensive Abilities altered defense (+4), enduring
defense, improved evasion, hide in plain sight, rapid
defense

OFFENSE
Speed 30 ft.
Melee Rapier +6 (1d6-1/18-20)
Ranged +1 shortbow +11 (1d6+3/x3)
Special Attacks Disrupt pattern +10 (ranged touch
attack, 1d6+6 plus 4d6)
Cryptic Powers Known (ML 10th; concentration +14);
48 pp
4thVanishing strike
3rdDanger sense, dispel psionics, escape detection
2ndAnimal affinity, detect hostile intent, resist toxin
1stElfsight, offensive precognition, vigor
0Detect psionics, far hand

TACTICS
Before Combat Wary of previous attacks on his life,
Malbor manifests vigor at the first sign of trouble.
During Combat Malbor will seek to lure enemies onto
his traps, using his disrupt pattern ability as his main
form of attack. If Malbor is reduced to 25% or fewer hit
points, he uses vanishing strike to flee.
Base Statistics If Malbor is not maintaining psionic
focus, decrease his ranged attack and disrupt pattern
damage by 1.

STATISTICS
Str 8, Dex 14, Con 10, Int 19, Wis 12, Cha 13
Base Atk +7; CMB +6; CMD 18
Feats Alertness, Point-Blank Shot, Precise Shot, Psionic
Body, Psionic Meditation, Psionic Shot, Scribe Tattoo
Skills Autohypnosis +8, Craft (trap) +17, Disable Device
+15, Knowledge (local) +11, Knowledge (nobility) +11,
Knowledge (psionics) +16, Perception +13, Sense Motive
+16, Spellcraft +17, Stealth +18, Use Magic Device +14
Languages Common, Dwarven, Elven, Gnome, Xeph
SQ Insights (dislocating pattern, empower trap,
improved evasion, quick trapsmith, shining pattern,
swift trigger)
Combat Gear Bear trap (2), dorje of energy burst (18
charges), potion of cure serious wounds (2), psionic
tattoo of force screen, psionic tattoo of specified energy
adaptation; Other Gear +1 studded leather armor,
rapier, +1 shortbow, 20 arrows, cloak of resistance +2,
ring of protection +1, thieves tools, 85 gp

18

Count Malbor

XP 6,400
Human cryptic 10
LE Medium humanoid (human)
Init +2; Senses Perception +13

OFFENSE
Speed 30 ft.
Melee Rapier +10 (1d6-1/18-20)
Ranged +1 shortbow +15 (1d6+3/x3)
Special Attacks Disrupt pattern +14 (ranged touch
attack, 1d6+18 plus 9d6)
Cryptic Powers Known (ML 15th; concentration +21);
113 pp
5thParasitic possession, pierce the veils, retrieve
4thDisrupting strikes, slip the bonds, vanishing strike
3rdDanger sense, dispel psionics, escape detection
2ndAnimal affinity, detect hostile intent, resist toxin
1stElfsight, offensive precognition, vigor
0Detect psionics, far hand

TACTICS
Before Combat Wary of previous attacks on his life,
Malbor manifests vigor at the first sign of trouble.
During Combat Malbor will seek to lure enemies onto
his traps, using his disrupt pattern ability as his main
form of attack, using disrupting strikes on difficult
enemies. If Malbor is reduced to 25% or fewer hit
points, he uses vanishing strike to flee.
Base Statistics If Malbor is not maintaining psionic
focus, decrease his ranged attack and disrupt pattern
damage by 1.

STATISTICS
Str 8, Dex 14, Con 10, Int 22, Wis 12, Cha 13
Base Atk +11; CMB +10; CMD 22
Feats Alertness, Dodge, Improved Disruption, Improved
Initiative, Point-Blank Shot, Precise Shot, Psionic Body,
Psionic Meditation, Psionic Shot, Scribe Tattoo
Skills Autohypnosis +8, Craft (trap) +23, Disable Device
+20, Knowledge (local) +14, Knowledge (nobility) +15,
Knowledge (psionics) +22, Perception +18, Sense Motive
+21, Spellcraft +23, Stealth +23, Use Magic Device +19
Languages Common, Dwarven, Elven, Gnome, Maenad,
Xeph
SQ Insights (branding pattern, dislocating pattern,
disrupted healing, empower trap, improved evasion,
quick trapsmith, shining pattern, swift trigger)
Combat Gear Bear trap (2), dorje of energy burst (18
charges), potion of cure serious wounds (2), psionic
tattoo of force screen, psionic tattoo of specified energy
adaptation; Other Gear +2 studded leather armor,
rapier, +1 shortbow, 20 arrows, cloak of resistance
+2, headband of vast intelligence +2, pattern breakers
gloves, ring of protection +2, thieves tools, 204 gp

Psionics Embodied
Desh-Rae-Halra
BACKGROUND
Growing up on the streets as an urchin, Desh-RaeHalra, or Desh for short, learned early on that he had
to fight for what was his. At the age of 12, he joined the
Halra Order, a monastic group focused on martial and
social training using psionic talent. Since he came from
nothing, Desh valued the stability of his order, as well as
what few possessions he acquired during his time there.
As Desh grew into his psionic abilities, he chose to study
the arts that would allow him to augment his form and
abilities without need for material possessions. So long
as Desh could find a weapon, he was a deadly adversary
who could hold his own in combat even against wellequipped of opponents. Even without weapons, the
urchin-turned-warrior trained to be self-sufficient and
capable of defending himself, although he excels when
wielding his prized battleaxe.
Although Desh doesnt explain why, his past has
given him a uniquely vitriolic view of ranged fighting.
Whether it is from an experience he had on the streets
before joining the Halra Order or a particular combat
after, he wont admit. Whatever the story, the young
man abhors ranged weapons and would rather directly
engage an opponent than to resort to what he views as
cowardly tactics. This tendency isnt always in his best
interest, since ranged assaults can often be done faster
and with less risk of serious injury, but these are just
acceptable risks to Desh, who would rather earn a battle
scar and get in the thick of the fight than stand back.
With his training and his background, Desh made a
name for himself hunting down those who would prey
on the weak, especially if the predators targets were
those unfortunate souls forced to live on the streets. Few
other crimes motivate him as quickly as the victimization
of those whose only crime was being born into poverty,
and after having saved more than a few orphas that had
been kidnapped for wicked experiments, Desh became
known as someone who could be trusted to help those
who had no way to compensate him for his effort.

PERSONALITY
Generally likeable, Deshs style of speech is brash and
straight-forward, and his voice has a raspy bass quality
to it. For some, his direct manner of conversation can be
jarring, but Desh has found that it leads to people either
taking him at face value or believing he is playing some
sort of elaborate game to hide his true intentions behind
such obvious remarks. During downtime, Desh can
most often be found performing some form of physical
exercise, even going so far as to use tree branches for
pull-ups.
In combat, Desh is similar to his social persona: direct.
He has an exceptional disdain for ranged combat, to the
point that he will taunt those who use a bow or other
ranged weapon. He makes no exceptions in this attitude
for his friends, although he wont directly impede their
ability to fight enemies. Instead, he challenges them
to see who takes out more opponents and might make
comments during or after the battle such as afraid to
get your little hands dirty? or is that quiver supposed
to hide the yellow stripe down your back? Desh enjoys
sparring with others, viewing it as a chance to test his
skills and discover new fighting techniques.

DESCRIPTION
Of slightly above-average height for a human, Desh
keeps his head clean-shaven and wields a battleaxe.
While he is well-muscled and toned, he has a lithe build
that allows him to stay mobile and react to dangers.
A blue cloak drapes over his shoulders, while his
sleeveless shirt allows several tattoos on his arms to
be prominently displayed. The bracers at his wrist are
marked with an H inside an eight-point star, signifying
the monastic order that elevated him from a street
urchin to an accomplished and self-sufficient warrior.
When manifesting psionic powers, Deshs eyes become
silver and pupil-less, an occurrence that can rattle
enemies who are not used to such displays of power.

19

Psionics Embodied
AS AN ALLY
Those who earn Deshs good graces find that he is
fiercely loyal and unwavering in his support. Desh takes
a particular interest in training those studying to blend
psionic power with martial prowess, especially aspiring
psychic warriors. Although it rarely occurs, Desh will
refuse teaching to anyone who chooses to use ranged
weapons, given his open disdain for anything other than
melee combat and his training in wielding weapons or
fists.
If adventuring with a party, Desh has no problem
performing his portion of camp duties. This might
include camp set up or break down, and Desh views such
activities as a reminder of the importance of service to
others, one of the tenets of the Halra Order. This service
can also be found if the party seeks out Desh for help.
While he can only be in one place at any given time, he
has no problem assisting either with his knowledge or
his combat skills if a worthy cause is presented to him.
Those who have the same views as the Halra Order,
or other members of the Halra Order, find Desh to be
an easily-convinced ally to aid in any particular quest or
expedition. Once Deshs trust is earned, he is a reliable
friend who never holds back to protect his allies.

AS AN ENEMY
As his personality would suggest, Desh directly
confronts those who he believes to have wronged
him. He does not mince words and has little room for
supposed grey areas of morality or justice. This is not
to say that he is unwilling to hear someones side of the
story, but once its been determined that he has been
wronged or betrayed, Desh is unwavering in his enmity
toward the person responsible.
If the betrayal or crime is severe enough, Desh will make
it his goal to annihilate the person or group responsible.
Desh uses little guile in this regard, he simply seeks to
destroy the person or render them destitute, depending
on the severity of the situation. While Desh seeks to
help those born into squalor, he has no qualms with
leaving the corrupt and immoral penniless and without
any resources. The young member of the Halra Order
believes this can be a learning and growing experience
to teach the person or group a lesson in humility.
Those who have crossed Desh can seek to regain his
good favor through earnest penance, but he is not quick
to forget past actions. However, his past has shown him
that good people can be put in bad situations, so he does
allow for atonement in exceptional circumstances. This
mercy, however, is hard to come by and Desh is more
likely to ignore pleas and simply act.

20

Desh-Rae-Halra

CR 4

XP 1,200
Human psychic warrior 5
NG Medium humanoid
Init +2; Senses Perception +11

DEFENSE
AC 14, touch 14, flat-footed 11 (+2 Dex, +1 dodge, +1
deflection)
hp 27 (5d8+5)
Fort +5, Ref +3, Will +3

OFFENSE
Speed 40 ft.
Melee mwk battleaxe +8 (1d8+5/x3)
Psychic Warrior Powers Known (ML 5th; concentration
+8); 23 pp
2ndbody adjustment, psionic lions charge
1stburst, chameleon, inertial armor, prevenom weapon
0distract (DC 14)

TACTICS
Before Combat Desh manifests inertial armor if it is not
already active.
During Combat Desh charges his axe with prevenom
weapon and charges enemies if they are not adjacent.
Base Statistics If Desh is not maintaining focus, his
speed drops to 30 ft. and his battleaxe damage drops
to 1d8+4.

STATISTICS
Str 18, Dex 14, Con 13, Int 12, Wis 16, Cha 9
Base Atk +3; CMB +7; CMD 19
Feats Deflect Arrows, Dodge, Improved Unarmed
Combat, Power Attack, Psionic Charge, Speed of
Thought, Up The Walls
Skills Acrobatics +10, Autohypnosis +11, Climb +10,
Knowledge (psionics) +9, Perception +11, Profession
(soldier) +11, Stealth +12, Swim +9
Languages Common, dwarven
SQ Psionic proficiency, warriors path (assassin)
Combat Gear potion of cure moderate wounds (2),
psionic tattoo of animal affinity (Strength); Other Gear
Masterwork battleaxe, ring of protection +1, climbers
kit, 160 gp

Psionics Embodied
Desh-Rae-Halra

CR 9

Desh-Rae-Halra

CR 14

XP 6,400
Human psychic warrior 10
NG Medium humanoid
Init +2; Senses Perception +16

XP 38,400
Human psychic warrior 15
NG Medium humanoid
Init +3; Senses Perception +21

DEFENSE

DEFENSE

AC 16, touch 15, flat-footed 12 (+2 Dex, +2 dodge, +1


deflection, +1 natural)
hp 55 (10d8+10)
Fort +9, Ref +6, Will +6

AC 18, touch 17, flat-footed 13 (+3 Dex, +2 dodge, +2


deflection, +1 natural)
hp 82 (15d8+15)
Fort +11, Ref +9, Will +9

OFFENSE

OFFENSE

Speed 40 ft.
Melee +1 battleaxe +13/+8 (1d8+12/x3)
Psychic Warrior Powers Known (ML 10th;
concentration +13); 43 pp
4thbattle transformation
3rddimensional slide, graft armor, graft weapon
2ndbody adjustment, psionic lions charge, sustenance
1stburst, chameleon, inertial armor, prevenom weapon
0distract (DC 14)

Speed 40 ft.
Melee +2 battleaxe +19/+14/+9 (1d8+18/x3)
Psychic Warrior Powers Known (ML 15th;
concentration +19); 98 pp
5thbarrage, oak body, summoning strike
4thbattle transformation, shrapnel burst (DC 18),
vanishing strike
3rddimensional slide, graft armor, graft weapon
2ndbody adjustment, psionic lions charge, sustenance
1stburst, chameleon, inertial armor, prevenom weapon
0distract (DC 14)

TACTICS
Before Combat Desh manifests inertial armor if it is
not already active. If he has time, he manifests battle
transformation.
During Combat Desh charges his axe with prevenom
weapon and charges enemies if they are not adjacent.
Base Statistics If Desh is not maintaining focus, his
speed drops to 30 ft., his dodge bonus to AC drops to +1,
and his battleaxe damage drops to 1d8+6.

STATISTICS
Str 20, Dex 15, Con 13, Int 12, Wis 16, Cha 9
Base Atk +7; CMB +12; CMD 24
Feats Deflect Arrows, Dodge, Greater Psionic Weapon,
Improved Unarmed Combat, Power Attack, Psionic
Charge, Psionic Dodge, Psionic Weapon, Speed of
Thought, Up The Walls
Skills Acrobatics +17, Autohypnosis +16, Climb +16,
Knowledge (psionics) +14, Perception +16, Profession
(soldier) +13, Stealth +19, Swim +12
Languages Common, dwarven
SQ Martial power, psionic proficiency, secondary path
(interceptor), warriors path (assassin)
Combat Gear potion of cure serious wounds, psionic
tattoo of animal affinity (Strength); Other Gear +1
battleaxe, amulet of natural armor +1, belt of giant
strength +2, cloak of resistance +1, ring of protection +1,
climbers kit, 540 gp

TACTICS
Before Combat Desh manifests inertial armor if it is
not already active. If he has time, he manifests battle
transformation.
During Combat Desh likes to use summoning strike on
high profile targets, but will close using psionic lions
charge if he has a direct path.
Base Statistics If Desh is not maintaining focus, his
speed drops to 30 ft., his dodge bonus to AC drops to +1,
and his battleaxe damage drops to 1d8+8.

STATISTICS
Str 22, Dex 16, Con 13, Int 12, Wis 18, Cha 9
Base Atk +11; CMB +16; CMD 24
Feats Cleave, Deflect Arrows, Dodge, Focused Sunder,
Greater Cleave, Greater Psionic Weapon, Greater
Sunder, Improved Sunder, Improved Unarmed Combat,
Power Attack, Psionic Charge, Psionic Dodge, Psionic
Weapon, Speed of Thought, Up The Walls
Skills Acrobatics +23, Autohypnosis +26, Climb +21,
Knowledge (psionics) +19, Perception +21, Profession
(soldier) +15, Stealth +25, Swim +15
Languages Common, dwarven
SQ Martial power, pathweaving (1/day), psionic
proficiency, secondary path (interceptor), twisting path,
warriors path (assassin)
Combat Gear potion of cure serious wounds (2), psionic
tattoo of animal affinity (Dexterity); Other Gear +2
battleaxe, amulet of natural armor +1, belt of giant
strength +4, cloak of resistance +2, headband of inspired
wisdom +2, ring of protection +2, climbers kit, 410 gp

21

Psionics Embodied
Dr. Sarasene Grym
BACKGROUND
When the Doctor was still mortal, he became infected
with a powerful disease that slowly destroyed his body.
Horrified with his inexorable death, he sought out ways
to rid himself of this disease, but wherever he went
he was either reviled or unable to find anyone whose
knowledge or power could overcome this disease. It was
during this time, searching for knowledge that could save
him, that he came upon hidden secrets. These mysteries
were said to be guarded by a council that could, given
good enough reason, transform a person from mortal to
immortal, body defined by their mind.
The Doctor searched for this council as his form
continued to grow weaker. When he finally found a
member of this mysterious council, he was turned
away. The council member said that they turn only the
worthy, not those who search them out. Furious by this,
the Doctor took this elan captive, torturing him for
endless hours to gauge the secrets of the transformation
from him. Finally, the council member snapped, and

the Doctor began the process. Where the ritual often


required a council to power it, the Doctor had to
improvise, theorizing that if an elans body was tied to
his mind, it could be used to fuel the transformation.
The ritual succeeded to a degree, but what the Doctor
didnt know was that it would purge his mind as well
as his body. All of his knowledge fled him, leaving him
with a dead elan and a library of books he no longer
understood. As he studied to understand what he had
become, something horrific became evident: while he
was no longer dying, the disease was still with him. It
bubbled inside of him, as if it too had been transformed.
His touch could send others into spasms, and his mind
could reach out and drink both body and mind. His face
was scarred with pockmarks, his speech stuttered by a
swollen tongue. Others shy away from him, as if they
can feel the disease roiling under his skin. Instead, he
surrounds himself with lepers and the diseased, those
who are outcasts from society, because he knows their
sickness cannot touch his, but his mind can ride theirs,
and together they can reap vengeance against the society
that cast them out.
His innermost wish is to find the elan council and
unleash his wrath against the, for had they but accepted
him and transformed him correctly, he wouldnt be this
walking vessel for the whispering disease inside of him.
They are the pinnacle of rejection for the Doctor, and he
strives to understand how all living things work so that
he can tailor a disease that will hunt only his own kind,
exacting his revenge in the same manner that he himself
was to die.

PERSONALITY
Doctor Grym cares mainly for himself and for those
afflicted with disease. He will often take the time to ease
their pain, even at the cost of a healthy person suffering,
and gravitates towards giving them enough strength to
help him in return. He dotes over his personal entourage
of lepers and the plague-stricken and uses his powers to
help as much as he can. When he isnt preoccupied with
the diseased, he often turns towards exacting revenge
against all of society. Appearing as a benevolent doctor,
while poisoning the water or having his cadre of lepers
infect others. As his victims pile up, his knowledge
grows and he moves on to another village. This intent
on avenging himself on society coupled with an interest
for cutting people up and studying their insides tends to
leave a trail of horror in his wake. But few realize he
is the source, since he helps those worst afflicted. Just
like a disease will incubate, so does he, slowly changing
as the bodies pile up around him until he unleashes his
diseases against all around him, even at the cost of his
followers.

DESCRIPTION
Wearing a plague doctors mask and heavy leather
clothes, he covers himself as much as he can, not to
avoid disease, but to hide the scars he carries. His face

22

Psionics Embodied
is slightly distorted from pockmarks, his tongue still
swollen, and most people shudder when he comes near.
He is a representation of death, uncaring and cold, even
if he uses his knowledge to heal people. His long cane
doubles as a dorje and he acts like the perfect gentleman.

Dr. Serasene Grym

CR 4

XP 1,200
Elan vitalist (miasmic) 5
NE Medium humanoid (aberrant, psionic)
Init +0; Senses Perception +12

AS AN ALLY

DEFENSE

The Doctor can often join a group of adventurers or


aid them if he sees longterm benefits to himself in such
actions. Perhaps a group will give him cover to move
from city to city, or perhaps they willingly find value
in his expertise in healing and working with diseases.
Regardless, the Doctor doesnt take payment for his help,
but requires the right to partake in all knowledge and
that he is defended from harm. In exchange, he helps
heal his allies, fights off any diseases they might have
(for now) and drains the enemies of their health.
When acting as a mentor, Serasene sees great potential
in the group to become viable pawns in his arc of
vengeance against the elan council. If he finds such tools,
he grooms them, subtly pointing them toward local elans
and sharing information on a grand conspiracy to replace
humanoids with these new creatures. If a targeted elan
is a potential council member, he will forego the neutral
position of mentor and join in the attack.
For all his scheming, the Doctor is not skilled at
deceiving others and his disdain for society and elans
in particular often shines through. As such, if the group
is sensitive to certain views, the Doctor can quickly go
from being a valued ally to a dangerous friend who
knows the groups plans, thoughts, and tactics, and may
have them in his collective.

AC 14, touch 10, flat-footed 14 (+3 armor, +1 shield)


hp 25 (5d6+5)
Fort +6, Ref +2, Will +9
Defensive Abilities Resilience, resistance; Immune
disease

AS AN ENEMY
The Doctor rarely takes his enemies head on, preferring
to outmaneuver them and send cronies to handle them.
With the use of his collective, strong healing abilities, and
frightening powers, such maneuvers are often highly coordinated, hard to stop and leave the enemy considerably
spent. If forced to personally handle problems, he will
rely on his temporary allies while he himself drains his
enemies of health while healing his allies.
Given his fluid loyalities and disdain for society,
the Doctor often finds himself surrounded by orcs or
goblinoids, who respect his great power. At these times,
he often expends the whole tribe in a countless onslaught
against cities and towns, leading them to fight again and
again, with no clear endgoal beyond destruction.
The most common time to face the Doctor as an enemy
is in the middle of an epidemic, perhaps even one he
created himself. Regardless, at these times he is helped
by his lepers, perhaps even other doctors and often
regarded as a saint or healer come to save the village
or town. He will help some, but most will suffer and die
at his hands. At these times, he is at his hardest to stop,
defended by villagers or townsfolk who both like him
and think him to be doing good.

OFFENSE
Speed 30 ft.
Melee mwk dagger +5 (1d4+2/19-20)
Ranged mwk dagger +3 (1d4+2/19-20)
Special Attacks sickening touch +4 (7/day, melee touch,
DC 16, nauseates 4 rounds)
Vitalist Powers Known (ML 5th; concentration +9); 42
pp
3rdcrisis of breath (DC 17)
2ndempathic condition relief
1stcollapse (DC 15), energy ray, natural healing,
synesthate
0sense poison, sicken body (DC 14)

TACTICS
Before Combat Sarasene will seek to find as safe a
location as possible to avoid being the first target of
his enemies.
During Combat Dr. Grym prefers to cause target to
collapse and then move in for a sickening touch before
dissecting the creature while it is still alive, relying on
energy ray if the creature proves particularly resistant
to his tactics.

STATISTICS
Str 14, Dex 10, Con 13, Int 12, Wis 18, Cha 8
Base Atk +2; CMB +4; CMD 14
Feats Open Minded, Expanded Knowledge (energy ray),
Unwilling Participant
Skills Heal +12, Knowledge (psionics) +9, Perception
+12, Spellcraft +9; -1 penalty to Charisma-based checks
when dealing with non-elans
Languages Common, Orc
SQ block toxin (7 /day), collective (4 members, 150 ft.
range), collective healing, disease mastery, health sense
(identify), medic powers, method (soulthief), repletion,
resilience, resistance, sickening touch (7 /day), spirit of
many, steal health (9 points of damage), telepathy
Combat Gear dorje of biofeedback (27 charges), power
stone of animal affinity; Other Gear Masterwork dagger,
+1 leather armor, cloak of resistance +1, masterwork
buckler, healers kit, 178 gp

23

Psionics Embodied
Dr. Serasene Grym

CR 9

XP 6,400
Elan vitalist (miasmic) 10
NE Medium humanoid (aberrant, psionic)
Init +0; Senses Perception +17

CR 14

DEFENSE

DEFENSE

AC 18, touch 11, flat-footed 18 (+4 armor, +2 shield, +1


deflection, +1 natural)
hp 57 (10d6+20)
Fort +9, Ref +3, Will +11
Defensive Abilities Resilience, resistance; Immune disease

AC 19, touch 11, flat-footed 19 (+5 armor, +3 shield, +1


deflection)
hp 85 (15d6+30)
Fort +11, Ref +5, Will +14
Defensive Abilities Resilience, resistance; Immune disease

OFFENSE

OFFENSE

Speed 30 ft.
Melee +1 dagger +8 (1d4+4/19-20)
Ranged +1 dagger +6 (1d4+4/19-20)
Special Attacks sickening touch +8 (7/day, melee touch, DC
19, nauseates 4 rounds, sickened on successful save)
Vitalist Powers Known (ML 10th; concentration +14); 120 pp
5thpsionic revivify
4thwither (DC 18)
3rdcrisis of breath (DC 17)
2ndempathic condition relief
1stcollapse (DC 15), energy ray, natural healing, synesthate
0sense poison, sicken body (DC 14)

Speed 45 ft.
Melee +1 keen dagger +11/+6 (1d4+4/17-20)
Ranged +1 dagger +6 (1d4+4/19-20)
Special Attacks sickening touch +11 (9/day, melee touch, DC
19, nauseates 4 rounds, sickened on successful save), steal
life +11 (10 minutes between use, DC 23; targets with more
than 140 hp unaffected)
Vitalist Powers Known (ML 15th; concentration +21); 252 pp
8thbarred mind
7thcrisis of life (DC 23)
6thdefer fatality
5thpsionic revivify
4thwither (DC 18)
3rdcrisis of breath (DC 17)
2ndempathic condition relief
1stcollapse (DC 15), energy ray, natural healing, synesthate
0sense poison, sicken body (DC 14)

TACTICS
Before Combat Sarasene will seek to find as safe a location
as possible to avoid being the first target of his enemies.
During Combat Dr. Grym prefers to cause targets to
collapse, wither and then move in for a sickening touch
before dissecting the creature while it is still alive, relying
on energy ray or his dorje of mind thrust if the creature
proves particularly resistant to his tactics. Sometimes hell
use revivify on allies to keep himself safe but typically
doesnt use it unless forced.
STATISTICS
Str 14, Dex 10, Con 14, Int 12, Wis 18, Cha 8
Base Atk +5; CMB +7; CMD 18
Feats Open Minded, Expanded Knowledge (energy ray),
Unwilling Participant
Skills Bluff + 1, Diplomacy -1, Disguise +1 (0 vs non-elans),
Heal +17, Intimidate -1, Knowledge (psionics) +14,
Perception +17, Spellcraft +14; -1 penalty to Charismabased checks when dealing with non-elans
Languages Common, Orc
SQ block toxin (7/day), collective, collective healing, disease
mastery health sense, repletion, resilience, resistance,
soulthiefs pulse, spirit of many, telepathy
Combat Gear dorje of biofeedback (50 charges), dorje of mind
thrust (20 charges, augmented: 5d10 damage, DC 17), potion
of cure light wounds (4), power stone of animal affinity;
Other Gear +1 studded leather, +1 buckler, +1 dagger,
amulet of natural armor +1, crawling tattoo of concussion,
ring of protection +1, healers kit, 118 gp

24

Dr. Serasene Grym


XP 38,400
Elan vitalist (miasmic) 15
NE Medium humanoid (aberrant, psionic)
Init +0; Senses Perception +23

TACTICS
Before Combat Dr. Grym situates himself near high-profile,
successful targets and then goes about finding the perfect
moment to strike. His goal is to ambush an enemy, wither
them into helplessness, and see if he cant find whats in
them that makes them successful.
During Combat Dr. Grym augments wither fully (costing
15 pp and dealing 4d4 Strength damage) and hits the
target with it multiple times. Anyone who isnt his target
he manifests crisis of life or energy ray before using vital
strike. If he cant secure his target he flees or uses defer
fatality rather than dying, having bribed the right people
to make sure his deceased body is collected.
Base Statistics If psionic focus becomes expended reduce
Dr. Gryms speed by 10 feet.
STATISTICS
Str 18, Dex 10, Con 18, Int 12, Wis 23, Cha 8
Base Atk +7; CMB +11; CMD 26
Feats Cushion The Blow, Deceitful, Expanded Knowledge
(energy ray), Fleet, Open Minded, Psionic Talent, Speed of
Thought, Unwilling Participant, Vital Strike
Skills Bluff +9, Diplomacy -1, Disguise +1, Heal +18, Knowledge
(psionics) +19, Perception +23, Spellcraft +19, Stealth +5;
Modifiers -1 on social checks involving non-Elans.
Languages Common, Orc
SQ block toxin (9/day), collective, collective healing, disease
mastery, health sense, repletion, resilience, resistance,
soulthiefs pulse, spirit of many, telepathy
Combat Gear dorje of biofeedback (20 charges), potion of
cure moderate wounds (3), potion of cure serious wounds
(2), psionic tattoo of defensive precognition, psionic tattoo
of vigor, power stone of mental disruption, power stone
of swarm of crystals (2); Other Gear +2 shadow studded
leather, +2 buckler, +1 keen dagger, belt of giant strength +2,
headband of inspired wisdom +2, ring of protection +1, 68 gp

Psionics Embodied
Enull Battleborn
BACKGROUND
As he surged to life, Enull remembers picking up a
broken mace lying closeby and starting to fight, as if it
was ingrained into him. His brethren had forged him
on a battlefield and his new mind was still flush with
battlerage, and so he was granted the name Battleborn.
Since that day, Enull has sought out battles and wars, to
hone his skills and to learn more. Often he roams the
battlefield after the conflict is finished for new recruits,
those who are lingering on the edge between life and
death, inducting them and forging them into new life.
To Enull, battle is akin to a game of chess, and he sees
himself as the player, masterfully moving his pieces to
maximize the return of their potential sacrifice and to
set up moves that are yet to come. In fact, his new life
is just another game on a higher scale, and every battle
he attends, every fallen warrior he reforges into new
life, serve a purpose. He moves the pieces and months
afterwards, it becomes apparent how he benefited. His
keen mind is only matched by his ruthlessness in melee
or his ability to sacrifice his own for the greater benefit.
Piece by piece, Enull says he is searching for perfection
of both form and thought. However, putting himself
into war time and time again also triggers another
question amongst the forgeborn that accompany him
is it perfection, or death that he seeks so intently? Enull
does not take lightly to the suggestion that his drive
for perfection is only a death wish, and many of the
forgeborn who suggest such things have been driven
away for even mentioning it. Yet, as he purges the
unbelievers from his retinue, new ones join and sooner
or later, another one questions his motives.

trials and tribulations. His face, once human, is covered


in scars and even his newer forgeborn self is laced with
cracks and cuts. The only thing untouched by scarring is
his soulstone, its green glow keeping Enull in one piece.
In one hand, he carries a spear with a banner attached,
in the other, a painted steel shield with his iconic white
iron fist painted on it.

AS AN ALLY
Most often Enull will join a group of adventurers to
become their tactical backbone, the interconnecting
piece that turns a disparate number of people into a
combat body, capable of co-ordinated action and attacks.
He works for hire, with little to no regard for who his
employers are as long as they can pay him, investing his
money into better equipment and reliable necessities.
Even so, he will sometime join a battle band just for the

PERSONALITY
Enull is known to offer his talents for hire, yet
sometimes turns down those seeking his skills, regardless
of their price. Some say that such a client is doomed to
fall soon, and few potential clients can take seeing Enull
take the opposite side of a conflict without fearing for
their lives. In fact, Enull sometimes seeks out groups
heading into conflict, silently aiding them without
asking for anything in return. Yet all who know Enull
know what he does, he does for his own gain.

DESCRIPTION
Encased in armor that would conceal his, to some,
unnatural origins, Enull commands respect even from
afar. Covered in black plate mail, nothing but a green
emanation can be seen from his face when the face plate
is down. His armor is designed to inspire fear, covered
with screaming demonic skulls, armor spikes and strange
glowing runes. All of this is nothing but show, part and
parcel of Enulls wish to control every aspect of a conflict.
When speaking to his troops, his allies or his team, Enull
prefers to keep the face plate up to remind them of his

25

Psionics Embodied
experience, in which case he also requires them to listen
to his direction.
Enull relies on his armor if threatened and prefers
tactical choices over simple ones using his powers
to make sure the right person is where he should be,
targeting the right enemies and slowing down enemies.
When he does turn offensive, he uses his energy missile
to take out weakened opponents.
If an enemy proves capable enough, Enull might
consider him for rebirth as a forgeborn. If so, he will
tend to the transformed for the duration of his change,
commanding his companions to stay at his side and
defend him and the new forgeborn, just like he would
have done for them and their ilk.
Finally, mentoring from Enull more often takes the
form of a battle-hardened general focusing his troops
on certain areas to teach them and prepare them for
coming battles. As such, almost all mentoring with Enull
means combat missions to harden them. Not everyone
enjoys such hardened teaching and many break with
Enull after near-death experiences. Unfortunately for
them, Enull doesnt view death as a necessary end to
fighting.

AS AN ENEMY
Few things draw Enull anger, except for targeting other
forgeborns. He takes an almost paternal pride in his
kind, and believes that they are the ultimate expression
of the combination of psionic potential with humanoid
flesh. Even so, many meet Enull as an enemy because he
has taken up with another group. As a mercenary, Enull
is loyal to his employer for the duration of his contract,
finding great honor in working for others. That said, he
can often switch sides once a contract expires and his
foes realize that his strength is theirs in exchange for
gold.
Even so, when meeting Enull, he is almost always
leading a battle group of some sort. He will tactically
use his abilities to put the adventurers at the greatest
possible disadvantage. If he has rogues or other warriors
depending on flanking, he will target enemies with
expose weakness and then let his companions finish the
job. Sometimes, he will specifically target fallen foes to
force his enemies to take foolish actions to save their
comrades.
Enull believes in focusing fire and often commands
his battle group to focus almost exclusively on one
enemy, bringing them down and allowing his allies to
enjoy the benefits of co-operation and shared defenses.
Should their morale falter, he reminds them that he has
the ability to reforge them should they fall in battle. That
said, he doesnt always do that, reminding survivors that
becoming forgeborn is something you earn in life.

26

Enull Battelborn

CR 4

XP 1,200
Forgeborn tactician 5
LE Medium humanoid (forgeborn, half-construct)
Init -1; Senses Perception +9

DEFENSE
AC 20, touch 9, flat-footed 20 (+8 armor, -1 Dex, +1
natural, +2 shield)
hp 31 (5d8+5)
Fort +3, Ref +1, Will +5; +2 bonus against fear effects, +2
racial bonus on saving throws against disease, mindaffecting effects, poison, and effects that cause either
exhaustion or fatigue

OFFENSE
Speed 20 ft.
Melee mwk shortspear +6 (1d6+2)
Tactician Powers Known (ML 5th; concentration +8,
+12 if manifesting on the defensive); 34 pp
3rdexpose weakness (DC 16)
2nddimension swap, energy missile (DC 15), strength
of my enemy
1stcircumstance shield, entangling debris (DC 14)
0detect psionics, lesser fortify, telepathic lash (DC 13)

TACTICS
Before Combat Enull activates circumstance shield at
the earliest hint of conflict, relying on its extended
duration to aid him.
During Combat Enull tries to direct a faster member
of his collective to approach an enemy, so that he can
then use dimension swap and strength of my enemy to
empower himself.

STATISTICS
Str 15, Dex 8, Con 12, Int 16, Wis 10, Cha 12
Base Atk +3; CMB +4; CMD 14
Feats Combat Manifestation, Expanded Knowledge
(energy missile), Heavy Armor Proficiency, Psionic
Talent
Skills Autohypnosis +8, Diplomacy +10, Intimidate +9,
Knowledge (engineering) +11, Knowledge (psionics)
+11, Perception +9, Spellcraft +11
Languages Common, Forgeborn, Dwarven, Goblin,
Ophiduan
SQ Collective (limit 3 members, 150 ft. range),
coordinated strike (+2, 6/day), improved share, spirit of
many, strategy (focus attack, 4/day), telepathy
Combat Gear potion of cure light wounds, power stone of
inevitable strike; Other Gear Masterwork shortspear,
masterwork spiked half-plate, masterwork heavy steel
shield, cloak of resistance +1, 55 gp

Psionics Embodied
Enull Battelborn

CR 9

XP 6,400
Forgeborn tactician 10
LE Medium humanoid (forgeborn, half-construct)
Init +3; Senses Perception +13

Enull Battelborn

CR 14

XP 38,400
Forgeborn tactician 15
LE Medium humanoid (forgeborn, half-construct)
Init +3; Senses Perception +18

DEFENSE

DEFENSE

AC 24, touch 10, flat-footed 24 (+10 armor, +1 deflection, -1


Dex, +1 natural, +3 shield)
hp 58 (10d8+10)
Fort +5, Ref +3, Will +8; +2 bonus vs. disease, mind-affecting
effects, poison, and effects that cause either exhaustion or
fatigue., +2 vs. fear
Resist construct resistance

AC 27, touch 11, flat-footed 27 (+10 armor, +2 deflection, -1


Dex, +2 natural, +4 shield)
hp 86 (15d8+15)
Fort +6, Ref +4, Will +9; +2 bonus vs. disease, mind-affecting
effects, poison, and effects that cause either exhaustion or
fatigue., +2 vs. fear
Resist construct resistance

OFFENSE

OFFENSE

Speed 20 ft. (30 ft. out of armor)


Melee +1 shortspear +11/+6 (1d6+4)
Melee armor spikes +10 (1d6+3)
Tactician Powers Known (ML 10th; concentration +13, +17
if manifesting on the defensive); 105 pp
5thprowess as one
4thbattle transformation, psychokinetic charge, sense as
one
3rdexpose weakness (DC 16), withstand as one
2nddimension swap, energy missile (DC 15), strength of
my enemy
1stcircumstance shield, entangling debris (DC 14)
0detect psionics, lesser fortify, telepathic lash (DC 13)

Speed 20 ft. (30 ft. out of armor)


Melee +2 shortspear +16/+11/+6 (1d6+4)
Melee armor spikes +14 (1d6+2)
Tactician Powers Known (ML 15th; concentration +19, +23
if manifesting on the defensive); 227 pp
8thability as one, halt combat (DC 22)
7thpersonal barred mind
6thbrutalize wounds (DC 20)
5thprowess as one
4thbattle transformation, psychokinetic charge, sense as one
3rdexpose weakness (DC 17), withstand as one
2nddimension swap, energy missile (DC 16), strength of
my enemy
1stcircumstance shield, entangling debris (DC 15)
0detect psionics, lesser fortify, telepathic lash (DC 14)

TACTICS
Before Combat Enull activates circumstance shield at the
earliest hint of conflict, relying on its extended duration
to aid him. Once battle is joined hell likely use prowess as
one to improve the combat abilities of his collective, then
use battle transformation to give himself an even bigger
edge.
During Combat Enull tries to direct a faster member
of his collective to approach an enemy, so that he can
then use dimension swap and strength of my enemy to
empower himself. After the initial dimension swap hes
more likely to use psychokinetic charge for the added
damage opportunity.

TACTICS
Before Combat Enull activates circumstance shield, personal
barred mind, and a fully augmented battle transformation
over his collective at the first sign of trouble.
During Combat Enull tries to direct a faster member of his
collective to approach an enemy, so that he can then use
dimension swap and an augmented strength of my enemy
to empower himself. After the initial dimension swap hes
more likely to use psychokinetic charge for the added damage
opportunity. He uses upheaval to strike down groups of softer
enemies outside of fight - casters on a ridge or archers.

STATISTICS

STATISTICS

Str 16, Dex 8, Con 12, Int 16, Wis 10, Cha 12
Base Atk +7; CMB +10; CMD 20
Feats Armor Proficiency (Heavy), Combat Manifestation,
Expanded Knowledge (energy missile), Improved Initiative,
Leadership, OutflankAPG, Psionic Talent
Skills Autohypnosis +13, Diplomacy +14, Intimidate +14,
Knowledge (engineering) +16, Knowledge (psionic) +16,
Perception +13, Sense Motive +13, Spellcraft +16
Languages Common, Dwarven, Forgeborn, Maenad,
Ophiduan
SQ collective, coordinated strike, echo effect, improved
share, natural armor, spirit of many, strategies (collective
defenses, disruptive terrain, focus attack), strategy,
telepathy
Combat Gear potion of cure light wounds, potion of cure
moderate wounds (4), power stone of inevitable strike;
Other Gear +1 spiked full plate, +1 heavy steel shield, +1
shortspear, cloak of resistance +1, ring of protection +1, 104
gp

Str 14, Dex 8, Con 12, Int 18, Wis 10, Cha 12
Base Atk +11; CMB +14; CMD 25
Feats Armor Proficiency (Heavy), Combat Manifestation,
Expanded Knowledge (energy missile), Improved Initiative,
Leadership, OutflankAPG, Psionic Talent
Skills Autohypnosis +13, Diplomacy +14, Intimidate +14,
Knowledge (engineering) +17, Knowledge (psionic) +17,
Perception +13, Sense Motive +13, Spellcraft +17
Languages Common, Dwarven, Forgeborn, Maenad,
Ophiduan, Orc
SQ collective, coordinated strike, echo effect, improved share,
natural armor, spirit of many, strategies (collective defenses,
disruptive terrain, focus attack), strategy, telepathy
Combat Gear potion of cure light wounds, potion of cure
moderate wounds (3), ring of the ram (37 charges remain),
power stone of ectoplasmic grapnel (2), psionic tattoo of
biofeedback; Other Gear +2 armor spikes half-plate, +2
heavy steel shield, +2 shortspear, amulet of natural armor +1,
boots of striding and springing, headband of vast intelligence
+2, ring of protection +2, 15 gp

27

Psionics Embodied
Erana, the Voice of Reason
BACKGROUND
Before the Joining, Era always feared talking infront
of people, or even talking to strangers. She was shy, and
prone to hiding her face when she got excited. Yet after
the Joining, when she became Erana, it all washed away
as if it was melting wax. Suddenly, she had insight and
understanding and she stood tall, confident in both
herself and her skills. As one of the noral, she felt a
companionship with her brothers and sisters and knew
that her mind was her finest weapon and most powerful
tool.
When their leaders asked for volunteers to
walk the world, learn their ways, settle
their disputes and return with new
knowledge, Erana was the first to step up.
After an impassioned speech about the

necessity for the noral to spread far and wide to learn all
that the world had to offer, she manifested her travelling
companion, an emerald-green crystal whom she filled
with what remained of Era. A cautious sliver of her old
psyche, the crystal now reminds Erana to sometimes
be careful and not to be overly trusting a necessary
throwback when travelling.
Erana learned the necessity of caution when she tried
to bring peace between a group of human settlers who
had driven away the orc tribes living there as nomads.
The humans viewed the land as their manifest destiny,
their rightful place and saw the orcs as barbarians
unworthy of it. The orcs, however, had taken the
blatant colonization of their lands as an act of war.
Unwavering in her hope to promote peaceful solutions,
she underestimated the anger she would engender.
Soon, both sides viewed her as an envoy of the other
side. The orcs fed her lies, to distract the humans
while they prepared, and when the humans found out,
they imprisoned Erana and sentenced her to death for
treachery. If it hadnt been for Erana protecting a group
of children hiding in the watchtower where she was
imprisoned from orcish raiders, she would have been
hanged. For her actions, the humans just exiled her.

PERSONALITY
Using her telepathic abilities and deep-seated
understanding of how relationships work and are
formed, she acts as a mediator in conflicts all around
the world. She will join caravans to new places to help
them, always leaving those who benefitted from her
adjudications with but one thing a favor to be repaid.
She will help adventurers, teach them or adjudicate for
them, never asking for more in recompense than that
they do her a favor in the future, and that they treat all
noral with respect. So far, few have turned her down.

DESCRIPTION
Stout, like all noral, Erana dresses in a deep purple
robe with golden inlays and intricate patterns that
complement her pale white skin with some real depth.
She has placed ornate golden rings on her tentacles, as
well as on some of her fingers, integrating her symbiote
into her dress-code. She holds an equally ornate
psicrystal staff, seemingly carved from a single, huge,
thigh-bone, with her emerald-green psicrystal set in
the top. The staff has a number of strings attached with
rocks, crystals, gems and bones tied to it, giving her a
somewhat primal look.

AS AN ALLY
Erana always strive to settle disputes and as such,
she often allies herself to others that promote peace,
order and justice (in that order). She knows that by
joining a group of adventurers, she can help them to
make the right choices, steering away from brutality
masked as necessity. As such, she trades her healing and
guardianship against having a say in how enemies are

28

Psionics Embodied
treated. She will often task members that adventure
with her to never slay a humanoid, or intelligent beast
and almost always heals those that have been struck
down, regardless of their previous inclinations. To Erana,
showing mercy is a way to show others the folly of their
ways and introduce them to new ways of thinking and
acting, promoting a more peaceful world.
While not a combatant, she can protect herself and her
innate ability to shatter the minds of others is often quite
enough of a warning to ensure that people stay away.
If not, she will try to collapse them and tie them up or
otherwise disable them. Her final solution, born from
the realization that the world is indeed full of evil people
incapable of mercy or compassion, is to blast them with
missiles as she retreats to call for help.
With a deep seated understanding of how people work,
she often mentors young adventurers, tasking them to
settle trade disputes, discover sources of discontent
and exploring new sources of food and work for local
communities. In exchange for helping her, she offers
protection and healing, but also advice and can often
help a newly formed group of adventurers to get to
know all the right people where she is staying. Having
a natural predisposition towards people and a generally
friendly demeanor ensures that Erana often has tabs on
the movers and shakers in a city.

AS AN ENEMY
Facing Erana most often means that you have made
grave errors in how you treat others, or that your view
of how to handle a problem is critically opposed to hers.
Many adventurers put extreme violence as the premier
solution to almost any problem, something that Erana
takes great pains to avoid. She believes that regardless
of current mistakes, intelligent creatures should be
afforded legal punishment like any other citizen for their
crimes, not deserving of being slaughtered like animals
by adventurers.
For this reason, she will often oppose even goodaligned adventurers and either compete with them to
solve a problem before they do it (with violence), or she
will hire others to help her, provided she cannot simply
ask them for a favor. As such, making an enemy of Erana
can mean that suddenly the alchemist wont sell you
healing potions, the smith lost your order and the halfempty tavern has no available rooms. Even outside of
civilization, drawing her ire by attempting something
overly violent can lead to her stepping in on the other
side of the conflict, to keep the adventurers from killing.
The greatest threat from Erana comes against those
who are callous and vicious, prompting her to personally
stop them before they can do more harm to the world. In
such cases, she calls in all favors, arms the best warriors
she can lay her hands on and keeps them healthy even as
they ambush and assault the evildoers.

Erana, the Voice of Reason

CR 4

XP 1,200
Noral vitalist (guardian) 5
LG Medium humanoid (noral)
Init +1; Senses low-light vision; Perception +4

DEFENSE
AC 12, touch 9, flat-footed 13 (+3 armor, -1 Dex)
hp 30 (5d6+10)
Fort +7, Ref +1, Will +11; +2 racial bonus on saving
throws against diseases and mind-affecting effects

OFFENSE
Speed 30 ft.
Melee masterwork quarterstaff +1 (1d6-1)
Special Attacks steal health +1 (melee touch, 9 damage)
Vitalist Powers Known (ML 5th; concentration +9); 37
pp
3rdresist death
2ndenergy missile, psychic bodyguard
1stbiofeedback, collapse, detect compulsion
0detect psionics, disruptive touch, lesser fortify
Psi-Like Ability (ML 2)
1/daymind thrust (2d10, DC 13)

TACTICS
Before Combat Erana will activate biofeedback if
possible before combat begins.
During Combat Erana prefers negotiation to combat,
so she focuses on using collapse and disruptive touch
to try to incapacitate enemies, resorting to more lethal
options as a last resort.

STATISTICS
Str 8, Dex 8, Con 14, Int 13, Wis 18, Cha 14
Base Atk +2; CMB +1; CMD 10
Feats Expanded Knowledge (energy missile), Persuasive,
Psicrystal Affinity (nimble), Psionic TalentB
Skills Bluff +9, Diplomacy +11, Heal +10, Intimidate +11,
Sense Motive +10, Spellcraft +7
Languages Common, Noral, Maenad
SQ collective (150 ft. range, 4 member maximum),
collective healing, request aid, telepathy, transfer
wounds (2d6 healed + 5 temporary hit points, 7/day)
Combat Gear dorje of natural healing (50 charges),
Other Gear mwk quarterstaff, mwk studded leather
armor, cloak of resistance +1, 112 gp

29

Psionics Embodied
Erana, the Voice of Reason

CR 9

XP 6,400
Noral vitalist (guardian) 10
LG Medium humanoid (noral)
Init +3; Senses low-light vision; Perception +4

CR 14

DEFENSE

DEFENSE

AC 16, touch 10, flat-footed 16 (+5 armor, -1 Dex, +1


deflection, +1 natural)
hp 57 (10d6+20)
Fort +10, Ref +3, Will +12; +2 racial bonus on saving throws
against diseases and mind-affecting effects

AC 18, touch 11, flat-footed 18 (+5 armor, -1 Dex, +2


deflection, +2 natural)
hp 85 (15d6+30)
Fort +14, Ref +7, Will +18; +2 racial bonus on saving throws
against diseases and mind-affecting effects

OFFENSE

OFFENSE

Speed 30 ft.
Melee Mwk quarterstaff +5 (1d6-1)
Special Attacks steal health +4 (ranged touch, 14 damage)
Vitalist Powers Known (ML 10th; concentration +14); 110 pp
4thempathic feedback (DC 18), wither (DC 18)
3rdresist death
2ndenergy missile (DC 16), psychic bodyguard
1stbiofeedback, collapse, detect compulsion
0detect psionics, disruptive touch, lesser fortify
Psi-Like Ability (ML 2)
1/daymind thrust (5d10, DC 14)

Speed 30 ft.
Melee masterwork quarterstaff +7/+2 (1d6-1)
Special Attacks steal health +6 (melee touch, 21 damage)
Psi-Like Ability (ML 7)
1/daymind thrust (7d10, DC 15)
Vitalist Powers Known (ML 15th; concentration +21); 242 pp
8thtrue metabolism
7thbend reality
6thheal injuries
4thempathic feedback (DC 20), wither (DC 20)
3rdresist death
2ndenergy missile (DC 18), psychic bodyguard
1stbiofeedback, collapse (DC 17), detect compulsion
0detect psionics, disruptive touch (DC 16), lesser fortify

TACTICS
Before Combat Erana will use biofeedback and empathic
feedback if conflict is unavoidable. Otherwise shed much
prefer to talk her way out of any sort of misunderstanding.
During Combat Erana prefers to disable opponents over
hurting them, typically by using wither to make them
nearly harmless if not outright disabled. She also uses
collapse abundantly.
STATISTICS
Str 8, Dex 8, Con 14, Int 13, Wis 19, Cha 14
Base Atk +5; CMB +4; CMD 14
Feats Endowed Mind, Expanded Knowledge (energy
missile), Improved Initiative, Persuasive, Psicrystal Affinity
(nimble), Psionic TalentB
Skills Bluff +11, Diplomacy +15, Heal +13, Intimidate +15,
Sense Motive +13, Spellcraft +10
Languages Common, Maenad, Noral
SQ Collective, collective healing, deliver touch powers,
guardian method, guardians pulse, guardians touch,
health sense, request aid, share powers, spirit of many,
steal health, swift aid, symbiotic resistance, symbiotic
surge, telepathic link, telepathy, transfer wounds
Combat Gear dorje of natural healing (50 charges), oil of
magic weapon, psionic tattoo of force screen (2), psionic
tattoo of guarded sleep, psionic tattoo of hustle; Other Gear
+2 studded leather, masterwork quarterstaff, amulet of
natural armor +1, cloak of resistance +1, ring of protection
+1, psicrystal, 750 gp

30

Erana, the Voice of Reason


XP 38,400
Noral vitalist (guardian) 15
LG Medium humanoid (noral)
Init +3; Senses low-light vision; Perception +6

TACTICS
Before Combat Erana will use biofeedback and empathic
feedback if conflict is unavoidable. Otherwise shed much
prefer to talk her way out of any sort of misunderstanding.
During Combat Erana prefers to disable opponents,
typically by using wither to make them nearly harmless if
not outright disabled. She also uses collapse abundantly. If
her allies kill anyone, shell try to use heal injuries to keep
them alive unless its a horrible monster. Shes willing to
bend reality to keep bloodshed to a minimum if need be. If
she is fighting anyone that true metabolism will render a
nuisance, shell try to reason with them while they attack
her, such is her +1 on attack rolls against goblinoid and orc
humanoids for needless bloodshed.
STATISTICS
Str 8, Dex 8, Con 14, Int 13, Wis 22, Cha 14
Base Atk +7; CMB +6; CMD 17
Feats Cushion the Blow, Endowed Mind, Expanded
Knowledge (energy missile), Fast Aid, Improved Cushion
the Blow, Improved Initiative, Persuasive, Psicrystal
Affinity (nimble), Psionic TalentB
Skills Bluff +17, Diplomacy +23, Disguise +5, Heal +18,
Intimidate +23, Sense Motive +20, Spellcraft +13
Languages Common, Maenad, Noral
SQ collective, collective healing, deliver touch powers,
guardians expertise, guardian method, guardians pulse,
guardians touch, health sense, request aid, share powers,
spirit of many, steal health, swift aid, symbiotic resistance,
symbiotic surge, telepathic link, telepathy, transfer wounds
Combat Gear dorje of natural healing (50 charges), gloves of
arrow snaring, oil of magic weapon, potion of cure moderate
wounds (3), cure serious wounds; Other Gear +2 studded
leather, masterwork quarterstaff, amulet of natural armor
+2, circlet of persuasion, cloak of resistance +3, headband of
inspired wisdom +2, ring of protection +2, psicrystal, 450 gp

Psionics Embodied
Evan Serance
BACKGROUND
Often plagued by nightmares as a child, Evan was born
an open eye - seeing both the physical world and the
ethereal plane. Such views would drive most ordinary
people insane, but not everything was ordinary about
Evan. As a half-elf, he knew what it meant to walk
between worlds and understood that his worldview
wasnt like others. Evan formed strange friendships
with the creatures that hid in the ethereal plane around
his village.
As he grew into an adult, Evan fell in love with
a strange creature from the other side, a haunting
apparition of a woman whose spirit had come to reside
on the ethereal plane, impressing the young Evan with
her stories. As is the way of young love, Evan became
obsessed with finding a way to be with her, and this
obsession awakened something within him, a power
driven by lust and love, rage and hate, empathy and
compassion. Whenever consumed by these feelings, the
world responded.
It took years for Evan to understand his power and
he scoured the world to find a way to bring him and his
lover together. His ambitions brought him into contact
with a mystic who claimed she could channel the dead
and he brought the mystic back home to channel his
love. As the apparition took over the mystic she smiled,
thanked her loved one for this chance to feel life again,
but was suddenly jerked away. The mystic stared at
Evan, then stood up, gathered her things in a hurry and
began moving towards the door. A jarred Evan jolted
to his feet and stopped the mystic demanding an
explanation. The mystic whispered that some
evils should not be allowed to return.
Evan surged at this, enraged by someone
denying him his love after all this time,
and furious that the mystic would slander
his love. Consumed by his emotions, Evan
tore the secrets of channeling the dead
from the mystics mind, killing her in the
process and began channeling his loved one.
Finally they would be together, in one body,
forever.
However, Evan was now a murderer and tried to
cover up his crime by setting his house on fire. The fire
spread and, as his hometown burned, he realized he had
to flee. Wherever he travelled, he was haunted by what
had happened, yet unwilling to give up on his love, he
destroyed those that would hunt him, building a legend
of an insane killer possessed by a vengeful ghost - yet
the truth was far simpler. Evan is fleeing to find a place
where he can live out his life with his love. Yet everyone
is trying to kill him - and time and time again, Evan is
forced to defend himself. With lethal force.

PERSONALITY
Evan is a driven person, focused on achieving his
goal to reunite with his dead love. Some would call this
madness, questioning both his sanity in loving a dead
spirit, or the reality of said spirit. Both are fantastic ways
to light a fire in Evans heart, letting him spill his rage out
on the world. His propensity for extreme reactions and a
history of violence and crimes means that he is hunted.
Constantly on the move, it has triggered a strong paranoia
in him, often choosing to leave a camp site in the middle of
the night or, in the worst of cases, to murder an innocent
believed to have been helping the enemy.

DESCRIPTION
Evan is dressed in a ragged chainmail and uses a twohanded morningstar with which to defend himself. His
shoulders have a red mantle, now stained and blackened
from the repeated use of his fire-powers. His hair is
kept in dreadlocks, as much a necessity for his nomadic
lifestyle as a conscious choice to be different from others
around him. Very human for a half-elf, he sports very
subtle elven traits such as slightly greener and bigger
eyes, as well as a touch of pointed ears. Even so, with the
dust of constant travel and his hair covering the ears, it
is hard to realize he is anything but human.

31

Psionics Embodied
AS AN ALLY
Rarely making a conscious choice to seek out allies, his
paranoia often painting even potential allies as enemies,
there are times when a group of adventurers can find
themselves on the same side, at least for a while. If Evan
is travelling for a long duration, he might join others
going the same way. If knowledge on how to awaken his
dead love can be found, he will even fight side by side
with others, setting aside his paranoia and fear.
As such an ally, Evan brings to bear all his abilities,
unleashing horrid firestorms, turning enemies into
frozen statues and blasting doors from hinges with his
impressive array of destructive forces. With a strong
predilection towards always using his wild surge, from
time to time he will be overpowered by it and requiring
the help of an ally. Even so, he can become a powerful
ally to have, provided you can withstand him talking to
his ghost girlfriend and peering into the Ethereal Plane.
Finally, Evan does have a place where he can help
younger adventurers, either those seeking his unique
insight into all things astral and ethereal, but also in
avoiding the powers that be. He can even take it upon
himself to lead a group,but there are rarely people who
align with his views of how the world works.

AS AN ENEMY
Becoming Evans enemy is far too easy, since his
paranoia can often paint innocent people as inquisitors
out to get him. That said, most of the time, Evan is hunted
and rightly so for his criminal disregard for others, for
multiple accounts of murder and destruction of property.
He cares primarily for his own quest and doesnt mind
trampling other people on his way, which means he
can often draw both legal action and find himself with
a price on his head. He leads a nomadic life because of
this, but some types of trouble you cant shake by leaving
town. Some murders carry repercussions.
Meeting Evan is often a solitary affair; he rarely has
friends or allies. This is not to be mistaken with any form
of ease in fighting him. He is capable, armed, and armored
and his propensity for wild surging means his attacks are
horribly strong. His mastery over the elements means that
he can tailor his attacks to avoid defenses or capitalize
on weaknesses and he has absolutely no problem with
setting structures on fire, tearing down roofs on his
enemies, or shattering supporting beams to cover his
escape. One famous battle attributed to Evan had him
jumping from ship to ship in the harbor, setting each on
fire in an attempt to dissuade his pursuers from following
him. The destruction of ships and the entire harbor is still
viewed as a catastrophe of immeasurable cost.
Finally, his anger and paranoid worldview means
that he will take any chance to deliver a coup de grace
on his enemies, saving him from having to meet them
again. As such, those facing him must be courageous and
willing to lay down their lives to defeat him an unusual
proposition in many adventurer groups who prefer
living to dying.

32

Evan Serance

CR 4

XP 1,200
Half-elf wilder 5
CN medium humanoid (elf, psionic)
Init +1; Senses low-light vision; Perception +9

DEFENSE
AC 19, touch 12, flat-footed 17 (+7 armor, +1 Dex, +1
dodge)
hp 37 (5d8+15)
Fort +4, Ref +3, Will +4; immune to sleep effects, +3
against enchantment spells and effects, +1 against
telepathy powers
Defensive Abilities elude attack (+1)

OFFENSE
Speed 20 ft.
Melee Mwk morningstar +5 (1d8+1)
Ranged Surge blast +4 (ranged touch, 2d6 force)
Wilder Powers Known (ML 5th; concentration +9); 37
pp
2nddetect hostile intent
1stenergy ray, force screen
0energy splash

TACTICS
Before Combat Evan activates force screen to increase
his defensive abilities. He typically has detect hostile
intent manifested due to his paranoia.
During Combat Evan relies on his surge blast augmented
with wild surge as his ranged attack, moving into melee
for weaker enemies. For difficult enemies, he uses a
fully augmented and wild surged energy ray.

STATISTICS
Str 12, Dex 13, Con 14, Int 10, Wis 8, Cha 18
Base Atk +3; CMB +4; CMD 15
Feats Elemental Blast, Enervation Fortitude, Modified
Blast, Psionic Talent, Skill Focus (Sense Motive)
Skills Diplomacy +12, Perception +9, Sense Motive +10,
Spellcraft +8
Languages Common, Gnome, Sylvan
SQ improved surge bond, psychic enervation, surge
blast, surge bond, surging euphoria (+1), wild surge (+2,
free surge)
Combat Gear dorje of vigor (40 charges), potion of
cure moderate wounds; Other Gear Masterwork
morningstar, +1 chainmail, cloak of resistance +1, 240
gp

Psionics Embodied
Evan Serance

CR 9

Evan Serance

CR 14

XP 6,400
Half-elf wilder 10
CN medium humanoid (elf, psionic)
Init +1; Senses low-light vision; Perception +15

XP 38,400
Half-elf wilder 15
CN medium humanoid (elf, psionic)
Init +5; Senses low-light vision; Perception +20

DEFENSE

DEFENSE

AC 22, touch 14, flat-footed 18 (+8 armor, +1 Dex, +3


dodge)
hp 75 (10d8+30)
Fort +6, Ref +5, Will +7; immune to sleep effects, +4
against enchantment spells and effects, +2 against
telepathy powers
Defensive Abilities elude attack (+3)

AC 23, touch 15, flat-footed 18 (+8 armor, +1 Dex, +4


dodge)
hp 126 (15d8+59)
Fort +9, Ref +8, Will +10; immune to sleep effects, +5
against enchantment spells and effects, +3 against
telepathy powers
Defensive Abilities elude attack (+4)

OFFENSE

OFFENSE

Speed 20 ft.
Melee +1 morningstar +9/+4 (1d8+2)
Ranged Surge blast +8 (ranged touch, 3d6 force)
Wilder Powers Known (ML 10th; concentration +15);
116 pp
5thpierce the veils
4thslip the bonds
3rddispel psionics
2nddetect hostile intent, energy missile
1stenergy ray, force screen
0energy splash

Speed 30 ft.
Melee +1 morningstar +9 (1d8+2)
Ranged Surge blast +12 (ranged touch, 5d6 force)
Wilder Powers Known (ML 15th; concentration +21);
250 pp
7thpersonal barred mind
6thtemporal acceleration
5thpierce the veils
4thslip the bonds
3rddispel psionics
2nddetect hostile intent, energy missile
1stenergy ray, force screen
0energy splash

TACTICS
Before Combat Evan activates force screen to increase
his defensive abilities. He typically has detect hostile
intent manifested due to his paranoia.
During Combat Evan relies on his surge blast
augmented with wild surge as his cheap ranged attack,
moving into melee for weaker enemies. For difficult or
clustered enemies, he uses energy missile, augmenting
and surging as needed.

STATISTICS
Str 12, Dex 13, Con 14, Int 10, Wis 8, Cha 21
Base Atk +7; CMB +8; CMD 19
Feats Alertness, Elemental Blast, Enervation Fortitude,
Expanded Knowledge (energy missile), Modified Blast,
Psionic Talent, Skill Focus (Sense Motive)
Skills Diplomacy +18, Perception +15, Sense Motive +18,
Spellcraft +13
Languages Common, Gnome, Sylvan
SQ improved surge bond, psychic enervation, surge
blast, surge bond, surging euphoria (+1), volatile mind
(+2), wild surge (+3, free surge)
Combat Gear dorje of vigor (30 charges), potion of cure
moderate wounds; Other Gear +1 morningstar, +2
chainmail, cloak of resistance +1, headband of alluring
charisma +2, 464 gp

TACTICS
Before Combat Evan activates force screen to increase
his defensive abilities. He typically has detect hostile
intent manifested due to his paranoia.
During Combat Evan relies on his surge blast augmented
with wild surge as his cheap ranged attack, moving into
melee for weaker enemies. For difficult or clustered
enemies, he uses energy missile, augmenting and surging
as needed. He relies on temporal acceleration to activate
additional powers or get out of difficult fights.

STATISTICS
Str 12, Dex 13, Con 14, Int 10, Wis 8, Cha 24
Base Atk +11; CMB +8; CMD 19
Feats Alertness, Elemental Blast, Enervation Fortitude,
Expanded Knowledge (energy missile), Favored Energy
(fire), Improved Initiative, Modified Blast, Psionic Body,
Psionic Talent, Skill Focus (Sense Motive)
Skills Diplomacy +25, Perception +20, Sense Motive +23,
Spellcraft +18
Languages Common, Gnome, Sylvan
SQ improved surge bond, psychic enervation, surge
blast, surge bond, surging euphoria (+2), volatile mind
(+3), wild surge (+5, free surge)
Combat Gear dorje of vigor (35 charges), potion of
cure serious wounds; Other Gear +1 morningstar, +2
mithral chainmail, circlet of the sheltered mind, cloak
of resistance +2, headband of alluring charisma +4,
psionatrix of psychokinesis, 75 gp

33

Psionics Embodied
Li-andra the Whisper
BACKGROUND
Li-andra was a xeph born into a line of hunters that
focused on providing for their families through their
skill in bringing down game. Symbolic for this hunt was
the family crest, the spear falcon, a bird well known
among the xeph tribes for being a formidable hunter
and easy to spot due to its tell-tale spear, a long feather
sticking out from the back of its head. Li-andra was
thrust into the hunt at an early age, as all children of the
family were, and took to it naturally.
But more than just the hunt, Li-andra had an
immediate connection to the
spear falcon. After
finding a hurt falcon during
a hunt, Li-andra tended the

wounded bird back to health and has since held a deep


rapport for spear falcons, although she is fond of all
falcons.
One day when Li-andra returned home from a hunt,
she found a xeph warrior waiting for her outside of
her house. He said that he had been guided there by
visions of a falcon taking xeph form, and he asked Liandra if she was the one he had seen. She didnt know
how to respond to the curious question, but when the
warrior drew his weapon and attacked her, something
snapped into place in Li-andras mind and wicked talons
instinctively formed over her hands. Li-andra snarled
and fought the warrior hard and fast, until he suddenly
stopped his attacks and told her that she was indeed the
one he had seen in vision and that he had come to train
her in the use of her unusual claws.
The warrior took Li-andra under his wing and taught
her to master the claws that were Li-andras mind blades,
to utilize her power to help her family and others, and to
respect the dangerous weapons that she always carried
with her. Li-andra didnt realize it at the time, but the
warrior was preparing her for battles soon to come.
Not long after her studies with the old warrior, the
local xeph families became divided by a growing sect of
malcontents and the more traditional families. This sect
named itself the Xephirai, and the violent philosophies
and aggressive tactics they championed drew in many
of the younger xephs eager for glory and excitement. Liandra soon positioned herself in opposition to the tenets
of the Xephirai, with her views of violence as a necessary
evil to defend home and hearth earning her the enmity
of the Xephirai and those who had sought to recruit the
clawed hunter.
Li-andra and like-minded xephs rebuffed the advances
of the Xephirai in her community, resorting to deadly
force as a last resort, but an end that the Xephirai made
necessary far more often than Li-andra would have
preferred. The Xephirai turned their focus on other
xeph communities before eventually leaving to seek
glory and plunder, allowing Li-andra and those who had
rejected the violence to live relatively peacefully.
Every now and then, Li-andra travels far from her
home to do what she can to halt the Xephirai from
expanding their influence, either through direct
intervention, or by guiding others to act on her behalf.

PERSONALITY
Li-andra views most situations as a hunter, defining
the world as either hunters or prey. To her, it is obvious
that she must hunt those who would do wrong, else
everyone becomes prey to their depredations. To her,
community and comradeship are amongst the most
important aspects of life. Creating a community can
only be done with love, and love is an integral part of a
functioning civilization. This is also the reason she fears
the Xephirai and their violent ways there can never be
a functioning community built upon violence and the
oppression of those who are weaker. In many ways, Li-

34

Psionics Embodied
andra views herself as a guardian spirit, hunting down
evil to safeguard the world.

DESCRIPTION
Lithe like most xephs, Li-andra is taller than average
and stands 59. She wears her black hair braided,
adorned with metal rings and a spiked ball at the end
that make the braid nearly a weapon in its own right.
When forming her mind blades, Li-andra fashions them
to resemble wicked, falcon-like talons, using them to tear
an enemy apart. Always in motion, always moving, Liandra is a sprinter and a charger, and favors clothing
that stays out of her way when she fights, her movements
reminiscent of a hunting cat ready to pounce.

AS AN ALLY
Li-andra will always strive to help those that defend
communities or that hunt evil in its many forms. That
help can take many different shapes, depending on the
group of adventurers she is helping and her own needs.
For some, she might become a guiding hand, helping
them navigate the pitfalls of society and focusing them
on the most pressing evils to be destroyed. Sometimes,
she will even mentor these young adventurers, helping
them channel their potential, regardless of what it is,
into something valuable and useful, for both them and
the community at large.
If she joins a group in a more active role, she often
takes point, using her stealth and athletic skills to scout
ahead. In combat, she prefers to swoop down on enemies,
targeting those who seem weakest to affect a quick
victory. Her stealth and speed usually means she can
target spellcasters or manifesters that hide in the back,
and there her swiftness often pays bloody dividends.
While capable of group tactics and careful planning, she
prefers to fight alone and in a way not requiring her to
follow any particular pattern or themes. As such, some
allies might get annoyed at her freewheeling spirit, yet
her results are incontestable.

Li-andra the Whisper

CR 4

XP 1,200
Xeph Soulknife 5
CG Medium humanoid (xeph)
Init +4; Senses darkvision 60 ft.; Perception +5

DEFENSE
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 37 (5d10+5)
Fort +3, Ref +9, Will +5; +1 bonus against powers, spells,
and spell-like effects

OFFENSE
Speed 30 ft. (40 ft. while focused, +20 ft. when using
burst)
Melee 2 +1 keen mind blades +9 (1d6+2/1720 plus 1d8 if
using psychic strike)

TACTICS
Before Combat Li-andra will charge psychic strike and
form her mind blades if they are not already formed.
Her mind blades typically deal slashing damage.
During Combat Li-andra prefers to use her speed to
move in for an attack, then using her combat slide
ability to withdraw out of immediate harm.

STATISTICS
Str 12, Dex 18, Con 12, Int 13, Wis 10, Cha 10
Base Atk +5; CMB +6; CMD 20
Feats Psionic Talent (2), Speed of Thought, Two-Weapon
Fighting, Weapon Finesse, Weapon Focus (mind blade)
Skills Acrobatics +9, Climb +6, Intimidate +5, Perception
+5, Stealth +9
Languages Common, Dwarven, Xeph
SQ blade skills (combat slide, full enhancement), burst
(+20 ft.), quick draw, throw mind blade
Combat Gear potion of cure light wounds, psionic
tattoo of biofeedback, tanglefoot bag, thunderstone;
Other Gear +1 studded leather, cloak of resistance +1,
gladiators gauze, 10 gp

AS AN ENEMY
If you threaten the community, either through advocating
overly violent solutions, or by acting on those violent
impulses towards the community, you are an enemy of Liandra. She will fight you tooth and nail with words and
with actions. In fact, she doesnt mind going from words to
action before you have a chance to do so, something that
can turn a heated debate into a bloodbath very quickly.
Li-andra focuses on taking out mages and psionicists
first and foremost, knowing that their abilities often lead
to the most destruction, but also because they can sway
the minds of weaker people to their side. As such, they
are the premier threat and are dealt with swiftly and
lethally. Li-andra is, however, governed by her heart and
threatening innocents with harm is one of the few ways
to stop her in her tracks. That said, once someone has
uttered such a threat she will hunt them down and make
them pay, viewing them as the worst offenders.

35

Psionics Embodied
Li-andra the Whisper

CR 9

CR 14

XP 6,400
Xeph Soulknife 10
CG Medium humanoid (xeph)
Init +5; Senses darkvision 60 ft.; Perception +13

XP 38,400
Xeph Soulknife 15
CG Medium humanoid (xeph)
Init +6; Senses darkvision 60 ft.; Perception +18

DEFENSE

DEFENSE

AC 22, touch 16, flat-footed 16 (+5 armor, +5 Dex, +1


deflection, +1 natural)
hp 69 (10d10+10)
Fort +5, Ref +13, Will +8; +1 bonus against powers,
spells, and spell-like effects

AC 26, touch 18, flat-footed 20 (+6 armor, +6 Dex, +1


shield, +2 deflection, +1 natural)
hp 107 (15d10+15)
Fort +8, Ref +17, Will +11; +1 bonus against powers,
spells, and spell-like effects

OFFENSE

OFFENSE

Speed 30 ft. (40 ft. while focused, +20 ft. when using
burst)
Melee +2 keen flaming mind blade +13/+8 (1d8+9/1720x3
plus 1d6 fire plus 2d8 if using psychic strike) and +2
keen flaming mind blade +13/+8 (1d6+5/17-20x3 plus
1d6 fire)
or +2 keen flaming mind blade +13 (1d8+9/17-20x3
plus 1d6 fire) and +2 keen flaming mind blade +13
(1d6+5/17-20x3 plus 1d6 fire)

Speed 30 ft. (40 ft. while focused, +20 ft. when using burst)
Melee +5 keen flaming burst corrosive mind blade +21/+16/+11
(1d8+14/1720x3 plus 1d6 fire plus 1d6 acid plus 2d8 if
using psychic strike plus 2d10 fire on a critical hit) and +5
keen corrosive burst mind blade +21/+16/+11 (1d6+9/17-20x3
plus 1d6 acid plus 2d10 acid on a critical hit)
or +5 keen flaming burst corrosive mind blade +21/+16/+11
(1d8+14/1720x3 plus 1d6 fire plus 1d6 acid plus 2d8 if
using psychic strike plus 2d10 fire on a critical hit) and +5
keen corrosive burst mind blade +21/+16/+11 (1d6+9/17-20x3
plus 1d6 acid plus 2d10 acid on a critical hit)

TACTICS
Before Combat Li-andra will charge psychic strike and
form her mind blades if they are not already formed.
Her mind blades typically deal slashing damage.
During Combat Li-andra prefers to use her speed to
move in for an attack, then using her combat slide
ability to withdraw out of immediate harm.

STATISTICS
Str 12, Dex 21, Con 12, Int 13, Wis 10, Cha 10
Base Atk +10; CMB +11; CMD 26
Feats Improved Two-Weapon Fighting, Piranha Strike,
Psionic Talent (2), Speed of Thought, Two-Weapon
Fighting, Weapon Finesse, Weapon Focus (mind blade)
Skills Acrobatics +18, Climb +14, Intimidate +13,
Perception +13, Stealth +18
Languages Common, Dwarven, Xeph
SQ blade skills (alter blade, combat slide, deadly blow,
full enhancement, twin strike), burst (+30 ft.), quick
draw, throw mind blade
Combat Gear potion of cure serious wounds, psionic
tattoo of biofeedback, psionic tattoo of thought shield,
tanglefoot bag, thunderstone; Other Gear +1 mithral
chain shirt, amulet of natural armor +1, belt of incredible
dexterity +2, cloak of resistance +1, ring of protection +1,
gladiators gauze, 70 gp

36

Li-andra the Whisper

TACTICS
Before Combat Li-andra will charge psychic strike and
form her mind blades if they are not already formed.
Her mind blades typically deal slashing damage.
During Combat Li-andra prefers to use her speed to
move in for an attack, then using her combat slide
ability to withdraw out of immediate harm. If an
enemy closes on her, she seeks to distance herself while
using her extended strike blade skill to perform attacks.

STATISTICS
Str 12, Dex 22, Con 12, Int 13, Wis 10, Cha 10
Base Atk +15; CMB +16; CMD 32
Feats Critical Focus, Greater Two-Weapon Fighting,
Improved Two-Weapon Fighting, Piranha Strike, Psionic
Talent (2), Speed of Thought, Two-Weapon Defense,
Two-Weapon Fighting, Weapon Finesse, Weapon Focus
(mind blade)
Skills Acrobatics +29, Climb +19, Intimidate +18,
Perception +18, Stealth +24
Languages Common, Dwarven, Xeph
SQ blade skills (alter blade, combat slide, deadly
blow, extended strike, full enhancement, improved
enhancement, twin strike), burst (+30 ft.), quick draw,
throw mind blade
Combat Gear potion of cure serious wounds, psionic
tattoo of biofeedback, psionic tattoo of empathic feedback,
tanglefoot bag; Other Gear +2 light fortification mithral
chain shirt, amulet of natural armor +1, crystal hilt +1,
belt of incredible dexterity +2, cloak of resistance +2,
ring of feather falling, ring of protection +2, boots of
elvenkind, gladiators gauze, 520 gp

Psionics Embodied
Mayles Marther
BACKGROUND
Mayles grew up as the opposite of his brother - where
Bass favored scholarly pursuits, Mayles was all physical.
He loved climbing trees, trekking the forests, building
camps and hunting even at a young age. Constantly at
his side was his neighbor Bass, who grew up to become
his best friend. Together they enlisted in the army and
fought the kings enemies. They honed their skills and
awakened their abilities while abandoned together in a
harsh jungle, and fought their way out together.
Side by side, they learned to master their abilities, each
focusing on a different style, yet together complementing
each other in both combat and outside. Mayles learned
how to master his sword, becoming one with his weapon,
where Bass learned to unleash his inner beast. Together
they liberated a number of villages and small towns
from marauding orcs, helping to restore order in a land
that had no kings or queens to protect the citizens.
Over time, Mayles organized the villagers into a
formidable militia, training the best to become psychic
warriors like himself, while Bass focused on hunting
down the monsters with a group of specialists. Mayles
even managed to find it within himself to love again, to
trust another human being with his feelings. But with
each passing year, the friends grew further apart until
they came face to face over how to treat a lycanthrope
problem. Bass saw monsters that needed to be
exterminated for the good of the citizens, while Mayles
saw infected citizens that needed to be cured of a disease.
When Bass hunted the werewolves down and killed
them, Mayles flew into a fit of rage when his love found
out that her brother was one of the dead, and Mayles
publicly threatened to kill Bass, a challenge that hurt
Bass more than any wound could. Bass declined the
challenge and Mayles left, unable to face his love, furious
that the area they had pacified had become nothing
more than the tool for a power-mad monster, furious
that he had failed to protect the diseased brother, and
furious that his friend had betrayed him. Now Mayles
signs up for helping villages or kings alike, offering his
sword to protect the weak and help the helpless. Yet he
knows in his heart that he will come face to face against
his best friend soon and that this time, the meeting might
end differently.

leadership and when the only other option is someone


like Bass, he steps up.

DESCRIPTION
Mayles has short brown hair and a rugged face with
a scar on his left cheek. He has blue eyes and something
of a sad smile on his face. Mayles prefers to wear loose
clothing, using his psychic powers to defend himself
instead of armor, and relies on two mithril swords that
seem to be cut rather than hammered into shape, each
sword a singular masterpiece, curved as if borne by the
wind and the sea, not mortal hands.

AS AN ALLY
Mayles isnt an easy person to get along with, his inner
conflicts often making him seem distraught or worried
at almost every opportunity. Yet his heart burns for
those that cannot defend themselves, for the innocents,
and he rages against those who would oppress others for
power. He sees the worst of these atrocities in his old
friend Bass, but unwilling to face him again, he chooses

PERSONALITY
Mayles is a conflicted individual, torn between
his hope that people can be good and the sometimes
overwhelming evidence on the contrary. He believes
that not everyone is made to face the harshness of
the world, and that it should be OK. Some are born to
become soldiers, others choose it, but for those who
dont, it should be alright to carry on as a teacher,
farmer or nomad. Mayles finds himself being a leader
far more often than he wants, but he knows people need

37

Psionics Embodied
others to exact his anger upon.
Because of this, Mayles can often be found searching
for a reason to join a group of adventurers, itching to
bring the fight to oppressive overlords, rampaging
warlords and criminals who hurt others. As such,
he often becomes a driving force inside a group of
adventurers, especially one that cannot handle his
intense drive and constant need to bring the fight to
the enemy. Most people dont realize that he is running
from his inability to hurt his old friend and the state he
left those who depended on him in. Bringing that up
will send Mayles off into a moody rant or even see him
leaving the group.
When not driven by his regret, from time to time,
Mayles can fall into the unwilling leadership role. He
isnt very good at handling people and his emotions
often decide how he reacts to things, yet his expertise,
experience, and skill means that people still look to him
for help or guidance. In these rare occurrences, he will
often try to organize people into militias, teaching them to
channel any innate skills into the same mystical abilities
that he himself has mastered. As such, invariably, the
local defense group comes into conflict with an outside
force wishing to impose its will upon the people, and
Mayles takes the fight to the enemy. Again and again.

AS AN ENEMY
Mayles is an enemy few people wish to have. His
determination, together with his combat experience
makes him a dangerous warrior and when he can gather
either volunteers or adventurers to his side, you can
expect him to come for you. Unlike raging berserkers
or more uncivilized warriors, Mayles knows to study
his enemies, learn their tactics, and map out their
weaknesses, and has an innate ability to make the most
of nearly any situation.
As such, he will ambush supplies, take out the enemies
allies first, weaken public support, and strengthen
his own group first and foremost. He avoids head
on conflicts, knowing that the upper hand belongs
to those who choose when and where to fight their
enemies. Armed with this knowledge, he makes sure to
prepare ambushes, use disguises to get close to enemy
soldiers or warriors, infiltrate local camps, and take
out communications, such as killing messenger birds or
soaking warning pyres in water, before striking.
When he does fight, he becomes a whirlwind of death,
dashing from one fallen enemy to the next, his swords
flashing. Around him, the dead fall like leaves in autumn,
yet his face is torn with regret. Mayles does not find joy
in fighting, yet he feels it is a necessity. He suggests that
prisoners be taken rather than executed, demands that
nobody is killed without reason, and will staunchly
uphold values over reason.

38

Mayles Marther

CR 4

XP 1,200
Human psychic warrior 5
NG medium humanoid (human, psionic)
Init +3; Senses Perception +11

DEFENSE
AC 16, touch 16, flat-footed 11 (+3 Dex, +2 dodge, +1
deflection)
hp 33 (5d8+10)
Fort +5, Ref +4, Will +4

OFFENSE
Speed 30 ft.
Melee mwk long sword +6 (1d8+2/19-20) and mwk
short sword +6 (1d6+1/19-20) or mwk long sword +8
(1d8+2/19-20)
Psychic Warrior Powers Known (ML 5th; concentration
+8); 15 pp
2ndprowess, shocking strike
1stforce screen, inertial armor, metaphysical weapon,
offensive prescience, vigor
0lesser fortify, my light

TACTICS
Before Combat Mayles manifests either force screen or
inertial armor for protection, and metaphysical weapon
to empower his main-hand sword.
During Combat Mayles prefers to engage directly in
melee, using his speed and two swords to strike out at
as many opponents as possible.
Base Statistics If Mayles is not maintaining psionic
focus, his attack and damage rolls are reduced by 1.

STATISTICS
Str 13, Dex 16, Con 12, Int 10, Wis 16, Cha 8
Base Atk +3; CMB +4; CMD 16
Feats Combat Reflexes, Dodge, Psionic Dodge, Psionic
Meditation, Psionic Weapon, Two-Weapon Fighting,
Weapon Finesse
Skills Autohypnosis +10, Bluff +8, Climb +8, Perception
+11, Survival +10, Swim +8
Languages Common
SQ Dervish maneuver, warriors path (dervish)
Combat Gear potion of cure moderate wounds, power
stone of animal affinity; Other Gear masterwork long
sword, masterwork short sword, ring of protection +1,
380 gp

Psionics Embodied
Mayles Marther

CR 9

Mayles Marther

CR 14

XP 6,400
Human psychic warrior 10
NG medium humanoid (human, psionic)
Init +3; Senses Perception +17

XP 38,400
Human psychic warrior 15
NG medium humanoid (human, psionic)
Init +5; Senses Perception +25

DEFENSE

DEFENSE

AC 17, touch 16, flat-footed 12 (+3 Dex, +1 shield, +2


dodge, +1 deflection)
hp 65 (10d8+20)
Fort +8, Ref +6, Will +6

AC 20, touch 19, flat-footed 13 (+5 Dex, +1 shield, +2


dodge, +2 deflection)
hp 79 (15d8+44)
Fort +10, Ref +8, Will +9

OFFENSE

OFFENSE

Speed 30 ft.
Melee +1 long sword +11/+6 (1d8+4/19-20) and +1 short
sword +13/+8 (1d6+3/19-20) or +1 long sword +11
(1d8+2/19-20)
Psychic Warrior Powers Known (ML 10th;
concentration +14); 48 pp
4thzealous fury
3rddimension slide, evade burst, physical acceleration
2ndhustle, prowess, shocking strike
1stburst, force screen, inertial armor, metaphysical
weapon, offensive prescience, vigor
0lesser fortify, my light

Speed 30 ft.
Melee +1 keen short sword +19/+14/+9 (1d6+8/17-20) and
+1 keen short sword +19/+14/+9 (1d6+8/17-20) or +1 keen
short sword +17 (1d6+4/17-20)
Psychic Warrior Powers Known (ML 15th;
concentration +20); 105 pp
5thcatapsi, oak body, summoning strike
4thbattle transformation, slip the bonds, zealous fury
3rddimension slide, evade burst, physical acceleration
2ndhustle, prowess, shocking strike
1stburst, force screen, inertial armor, metaphysical
weapon, offensive prescience, vigor
0lesser fortify, my light

TACTICS
Before Combat Mayles manifests either force screen or
inertial armor for protection, and metaphysical weapon
to empower his longsword.
During Combat Mayles prefers to engage directly in
melee, using his speed and two swords to strike out
at as many opponents as possible. He uses physical
acceleration if the fight gets difficult and zealous fury
on particular difficult enemies.
Base Statistics If Mayles is not maintaining psionic
focus, his attack and damage rolls are reduced by 2 and
his dodge bonus to AC is reduced by 1.

TACTICS
Before Combat Mayles manifests battle transformation
to empower his form.
During Combat Mayles prefers to engage directly in
melee, using his speed and two swords to strike out
at as many opponents as possible. He uses physical
acceleration if the fight gets difficult and zealous fury
on particular difficult enemies.
Base Statistics If Mayles is not maintaining psionic
focus, his attack and damage rolls are reduced by 2 and
his dodge bonus to AC is reduced by 1.

STATISTICS

STATISTICS

Str 13, Dex 17, Con 12, Int 10, Wis 18, Cha 8
Base Atk +7; CMB +8; CMD 21
Feats Combat Reflexes, Dodge, Greater Psionic Weapon,
Improved Two-Weapon Fighting, Psionic Dodge, Psionic
Meditation, Psionic Weapon, Two-Weapon Defense,
Two-Weapon Fighting, Weapon Finesse
Skills Autohypnosis +16, Bluff +12, Climb +13, Perception
+17, Survival +16, Swim +13
Languages Common
SQ Dervish maneuver, martial power, secondary path
(interceptor), warriors path (dervish)
Combat Gear potion of cure serious wounds (2), power
stone of animal affinity; Other Gear +1 long sword, +1
short sword, headband of inspired wisdom +2, ring of
protection +1, 165 gp

Str 13, Dex 20, Con 12, Int 10, Wis 20, Cha 8
Base Atk +11; CMB +12; CMD 27
Feats Advanced Dervish Path, Combat Reflexes, Deep
Impact, Dodge, Double Slice, Greater Psionic Weapon,
Greater Two-Weapon Fighting, Improved Two-Weapon
Fighting, Psionic Body, Psionic Dodge, Psionic
Meditation, Psionic Weapon, Two-Weapon Defense,
Two-Weapon Fighting, Weapon Finesse
Skills Autohypnosis +22, Bluff +12, Climb +18, Perception
+25, Survival +22, Swim +18
Languages Common
SQ Dervish maneuver, martial power, pathweaving
1/day, secondary path (interceptor), twisting path,
warriors path (dervish)
Combat Gear potion of cure serious wounds (2), power
stone of animal affinity; Other Gear +1 keen short
sword (2), belt of incredible dexterity +2, headband of
inspired wisdom +4, ring of protection +2, 815 gp

39

Psionics Embodied
Miraxan the Warforger
BACKGROUND
Miraxan wanted to follow his family trade and be a
miner and smith, forging weapons and armor for his
brethren. Yet fate would have it otherwise, for even
though he was a great smith, his insight into strategy and
tactics was his greatest advantage.
As a young smith, when the Elders discussed tactics
near Miraxan, he would offer his advice. Every time
they followed his advice, the battle went smoother than
expected. Over the years and as Miraxan grew older, the
Elders took him on campaign after campaign, first fixing
armor and weapons, but also as an advisor. His ability to
form a telepathic collective was used to allow the Elders
to discuss strategy without fearing spies, and gave him
much needed insight into fighting.
This insight into how his Elders strategized, seeing
how things played out over time, gave Miraxan a deeper
understanding. Yet he always felt that he was missing
something by only surverying strategy, and when
hearing that they were suffering defeats in one campaign,
he knew he was right about missing something. He

petitioned for the right to join a battle group, to see with


his own eyes how things were. At first he was denied,
deemed too valuable as a strategic advisor. It wasnt
until the fourth loss that his request was approved and
suddenly everything came into clarity. Battle was more
about adapting tactics than just laying out strategies and
his collective gave his battle groups the edge needed.
When Miraxan had turned 130, he found himself in a
desperate situation. His elders slain and most of the units
broken, he was defending their rear base with a group
of young dwarven warriors. Using his insight into tactics
and his collective allowed them to co-ordinate counterattacks and keep the base secure, which infuriated the
enemy. Like a stone breaking the wave, them standing
the ground turned the tide, bringing the broken dwarves
the necessary respite to regain morale and charge back
into the fight.
Since that day, Miraxan uses his insights into
tactics and strategies to help others, joining groups of
adventurers when their quests bring benefits to both
them and society at large, such as when hunting down
rogue dragons, clearing out undead, or sealing portals.
His advice and powers tend to forge any group into an
elite force capable of doing much more than they could
without him.

DESCRIPTION
Miraxan has spiky hair and beard, formed into shape
by his oily hands mostly to stay out of his eyes or away
from his work, yet defining his silouette. His eyes are
green, sparkling with a hint of malice, or just wicked
humour. His armor, forged as an extension of his mind,
is a mish-mash of styles and materials - a bronze arm is
attached to a blackened steel chest while the other arm
sports some form of crystal. He wields a pickaxe and a
warhammer, more tools of the trade than true weapons
of choice and his armor is littered with toolbelts carrying
saws, drills, and other exotic tools of the crafts.

PERSONALITY
Miraxan has two faces, or behaviors, depending on
when you meet him. In combat or when working, he is
stern and focused, his insight and logic carrying the day.
He will evaluate every word that comes from his mouth,
judge every tool at his disposal and every man he can
muster to overcome his enemies or finish his endeavor.
This is the Miraxan most soldiers see, yet there is another
side to him. The mirthful experimenting smith, who
enjoys a laugh, sometimes at someone elses expense,
and doesnt mind trying something new just because its
new. Hell drink elven ale, because who knows, maybe it
IS good? He will sing and laugh and dance with a joy for
life that is unmatched by many. But when the time has
come for combat or work, all of that mirth drains from
him as if it was never there and his stern, diagnosing
gaze falls upon the problem again.

40

Psionics Embodied
AS AN ALLY
Miraxan is a loyal dwarven warrior, but in his lifetime
he has realized that sometimes you need to work outside
the set boundaries to achieve your goals. For this reason,
he will often recruit or join adventurers to take down
threats, regardless if they are local threats against a
dwarven outpost or more pronounced threats against
all living things. He has even fought side by side with
dark elves against an aboleth incursion, knowing that
sometimes the enemy of your enemy can be your ally.
Because of this pragmatic view on people, Miraxan
joins almost any group that is working towards the same
goal as him, provided he can see some benefit to it. At
times when his services are better served on a strategic or
tactical level, he will instead act as overarching planner,
helping set up teams to work together and prepare a
coordinated assault upon enemy positions. His keen eye
for tactics also means that he might collect information
and hand out suggestions to his teams, giving them a leg
up on the enemy.
Sometimes he takes on apprentices, not for monetary
gain, but for the experience. He believes that the mentor
learns as much from the protg as the other way
around, and if he is to continue growing intellectually
and outmaneuvering his enemies, he needs to stay
ahead of the curve. Because of this rather unusual
view on mentorship, his sessions often take the guise of
philosophical discussions, historical treatises and even a
fun night out, ale and all.

AS AN ENEMY
The worst time to make an enemy of Miraxan is when
you need to either defend someone or take something
down. Miraxan excels in both of these areas, and his
ability to forge stellar teams and use of strategy and
tactics to outmaneuver his enemies means that opposing
casualties are bound to become high. Miraxan uses
every choke point he can find, turns regular houses into
deathtraps, knows how to evaluate and use his men to
the utmost advantage, and his ability to coordinate his
allies means that what might at first seem to be a clumsy
half-orc can quickly become a stealthy acrobatic assassin
as Miraxan shares skills and abilities amongst his chosen.
Miraxan often takes the lead when the time for fighting
finally arrives. He will focus fire together with his
comrades to ensure that they take down enemies rather
than spread their strength out and weaken themselves.
Before they do this, they will have done everything in
their ability to divide the enemy through the use of traps,
ambushes, and guerilla tactics. Fleeing enemies find
that they are drawn back into combat, a synchronized
symphony of attacks raining down upon them.
Worst of all, outside real combat, Miraxan retains
the ability to pierce the minds of others and draw forth
thoughts and tactics from those who are his enemies.
He can thus predict moves, attacks, and tactics in a
way most tacticians cannot, a skill he keeps hidden but
readily uses it to his advantage.

Miraxan the Warforger

CR 4

XP 1,200
Dwarf tactician 5
LG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +8

DEFENSE
AC 19, touch 11, flat-footed 18 (+7 armor, +1 Dex, +1
shield)
hp 31 (5d8+5)
Fort +2, Ref +2, Will +4; +2 vs. poison, spells, and spelllike abilities
Defensive Abilities +4 dodge bonus to AC vs. giants

OFFENSE
Speed 20 ft.
Melee mwk warhammer +6 (1d8+1/x3)
Special Attacks +1 on attack rolls against goblinoid and
orc humanoids
Tactician Powers Known (ML 5th; concentration +8
(+12 if on defensive)); 32 pp
3rdectoplasmic grapnel, forced share pain (DC 16)
2ndcoordinate as one, read thoughts (DC 15)
1stprecognition, skills as one
0conceal thoughts, detect psionics, missive

TACTICS
Before Combat If he does not currently have precognition
active, Miraxan manifests it.
During Combat Miraxans preferred tactic is to target
an enemy with forced share pain and then engage in
melee combat.

STATISTICS
Str 13, Dex 12, Con 12, Int 16, Wis 10, Cha 12
Base Atk +3; CMB +4; CMD 15; +4 racial bonus to
CMD when resisting a bull rush or trip attempt while
standing on the ground
Feats Combat Manifestation, Extra Power Known,
Weapon Focus (warhammer)
Skills Autohypnosis +8, Craft (armor) +9, Craft
(weapons) +9, Diplomacy +9, Knowledge (engineering)
+11, Knowledge (history) +11, Knowledge (psionics)
+11, Perception +8 (+10 to notice unusual stonework),
Spellcraft +11
Languages Common, Dwarven, Orc, Gnome, Terran
SQ Collective (3 creatures, 150 ft. range), coordinated
strike (6/day), improved share, spirit of many, strategy
(coordinated distraction, 4/day), telepathy
Combat Gear potion of cure moderate wounds, psionic
tattoo of biofeedback; Other Gear +1 breastplate,
masterwork light steel shield, masterwork warhammer,
29 gp

41

Psionics Embodied
Miraxan the Warforger

CR 9

CR 14

XP 6,400
Dwarf tactician 10
LG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +13

DEFENSE

DEFENSE

AC 21, touch 12, flat-footed 20 (+7 armor, +1 Dex, +1


deflection, +2 shield)
hp 68 (10d8+20)
Fort +4, Ref +4, Will +7; +2 vs. poison, spells, and spelllike abilities
Defensive Abilities +4 dodge bonus to AC vs. giants

AC 25, touch 13, flat-footed 23 (+8 armor, +1 Dex, +2


deflection, +3 shield)
hp 101 (15d8+30)
Fort +6, Ref +6, Will +9; +2 vs. poison, spells, and spelllike abilities
Defensive Abilities +4 dodge bonus to AC vs. giants

OFFENSE

OFFENSE

Speed 20 ft.
Melee +1 warhammer +12/+7 (1d8+4/x3)
Special Attacks +1 on attack rolls against goblinoid and
orc humanoids
Tactician Powers Known (ML 10th; concentration +13
(+17 if on the defensive)); 103 pp
5thcatapsi (DC 18), upheaval (DC 18)
4thalienation (DC 17), slip the bonds, wall of ectoplasm
3rdectoplasmic grapnel, forced share pain (DC 16)
2ndcoordinate as one, read thoughts (DC 15)
1stprecognition, skills as one
0conceal thoughts, detect psionics, missive

Speed 30 ft. (40 ft. without armor)


Melee +2 warhammer +17/+12/+7 (1d8+5/x3)
Special Attacks +1 on attack rolls against goblinoid and
orc humanoids
Tactician Powers Known (ML 15th; concentration +19
(+23 if on defensive)); 225 pp
8thability as one
7thbend reality, cosmic awareness
6thbrutalize wounds (DC 20)
5thcatapsi (DC 18), upheaval (DC 18)
4thalienation (DC 17), slip the bonds, wall of ectoplasm
3rdectoplasmic grapnel, forced share pain (DC 16)
2ndcoordinate as one, read thoughts (DC 15)
1stprecognition, skills as one
0conceal thoughts, detect psionics, missive

TACTICS
Before Combat If he does not currently have
precognition active, Miraxan manifests it. Hell also
manifest alienation on any form of leader if he can,
and use catapsi if theres a psionist of any sort among
the enemy.
During Combat Miraxans preferred tactic is to target
an enemy with forced share pain and then engage in
melee combat. Hell also manifest upheaval to whittle
down a group of enemies that he cant immediately
close with.

42

Miraxan the Warforger

XP 38,400
Dwarf tactician 15
LG Medium humanoid (dwarf)
Init +5; Senses darkvision 60 ft.; Perception +23

TACTICS
Before Combat Miraxan uses precognition if it isnt
already active, followed by cosmic awareness for the
first strike and ability as one to improve either his
collectives Constitution or Strength, in that order.
During Combat Miraxan uses brutalize wounds on
an enemy, along with forced share pain to whittle an
enemy down, bit-by-bit.

STATISTICS

STATISTICS

Str 16, Dex 12, Con 12, Int 16, Wis 10, Cha 12
Base Atk +7; CMB +10; CMD 22; +4 racial bonus to
CMD when resisting a bull rush or trip attempt while
standing on the ground
Feats Combat Manifestation, Extra Power Known,
Extra Strategy, LookoutAPG, Toughness, Weapon Focus
(warhammer)
Skills Autohypnosis +13, Craft (armor) +12, Craft
(weapons) +12, Diplomacy +14, Knowledge (engineering)
+16, Knowledge (history) +16, Knowledge (psionics) +16,
Perception +13 (+15 to notice unusual stonework),
Spellcraft +14
Languages Common, Dwarven, Orc, Gnome, Terran
SQ collective, coordinated strike, echo effect, improved
share, spirit of many, strategies (coordinated distraction,
focus attack, hold position), strategy, telepathy
Combat Gear dorje of energy ray (50 charges), oil of
magic weapon (2), potion of cure moderate wounds
(3), potion of cure serious wounds; Other Gear +1
breastplate, +1 light steel shield, +1 warhammer, belt of
giant strength +2, ring of protection +1, armorers tools,
weaponsmiths tools, 640 gp

Str 16, Dex 12, Con 12, Int 19, Wis 10, Cha 12
Base Atk +11; CMB +14; CMD 27(31 vs. bull rush and
trip)
Feats Combat Manifestation, Extra Power Known, Extra
Strategy, Greater Psionic Weapon, Improved Initiative,
LookoutAPG, Toughness, Weapon Focus (warhammer)
Skills Autohypnosis +18, Craft (armor) +16, Craft
(weapons) +16, Diplomacy +19, Knowledge (engineering)
+22, Knowledge (history) +22, Knowledge (psionics) +22,
Perception +23 (+25 to notice unusual stonework), Ride
+16, Spellcraft +19
Languages Common, Dwarven, Gnome, Orc, Terran
SQ collective, coordinated strike, echo effect, improved
share, pooled knowledge, spirit of many, strategies
(coordinated distraction, focus attack, hold position,
into the fray), strategy, telepathy
Combat Gear dorje of energy ray, potion of cure moderate
wounds, potion of cure serious wounds (2); Other Gear
+2 breastplate, +2 light steel shield, +2 warhammer,
amulet of natural armor +1, belt of giant strength
+2, boots of striding and springing, eyes of the eagle,
headband of vast intelligence +2, ring of protection +2,
artisans tools, artisans tools, 90 gp

Psionics Embodied
Nektok the Dominator
BACKGROUND
When a blue goblin is born, they immediately stick
out like a sore thumb. Surviving the first years as a
blue invariably made its mark on Nektok, who came to
view his brethren with a deep-seated hate. As a young
teenager, he mastered the ability to befriend the tribe
and soon suggested they raid a caravan of merchants
that he knew was guarded by elite mercenaries, and in
one fell swoop, he avenged himself on the tribe that had
tortured him as a child.
After this, Nektok moved on, finding new tribes to
infiltrate. In time, he realized his blood was stronger
than the greens and with that he made sure to sleep
with as many women as possible, before moving on
again. For a few years, Nektok spread his seed far and
wide only to return again to collect his offspring and
suggest the tribe go on a mission that would invariably
put them in mortal danger or destroy them all.
Today, Nektok is training a generation of blue psions
and exploring all the different ways that psionic powers
manifest in other creatures. He can even go so far as to
hire an interesting group of adventurers to find some
item or explore a ruin to study their psionic powers, and
then turn on them when they are at their weakest. He
returns to his growing tribe with greater knowledge and
power every time, and he has already begun teaching
his offspring to do the same, and the few amongst them
that can shapechange are giving him radical new ideas
for infiltration.
However, seeding tribes with his offspring and then
finally sending them off to their doom did little to settle
the urge for power within Nektok. He believes that his
children and he are a stronger race, capable of taking
their destined place amongst the great races. However,
as long as they are few there is always the threat of
extinction. Such possibilities horrify Nektok, and for
this reason, he has created multiple communities of his
offspring, each thinking itself the only one. That way, they
cannot point destroyers towards another community,
and it also nurtures a desperation and paranoia that
keeps them suitably defensive towards outsiders.

PERSONALITY
As a pragmatist, Nektok knows that he must interact
with the civilized world to safeguard his offspring. If he
acts like an uncivilized goblin, he will be treated as such
and he and his kin will be hunted down by bloodthirsty
humans. Because of this, Nektok will often take on a
friendly air, telling people that he isnt a goblin at all,
but just shares some similarities with those unwashed
monsters. If necessary, he tries to pass himself off as
anything from a halfling or gnome to a cursed child of
humans. At the same time, when meeting goblinoids, he
often acts far more brutal and uncivilized to gain their
respect, always making sure to befriend the shaman
and leader of each tribe. All who oppose him will soon
find themselves exploring faraway caves, or telling the
berserker that his mother was bad in bed. There are
many ways for things to go wrong for those who would
work against Nektok and he doesnt mind using them all.

AS AN ALLY
Nektok allies with people because it is of some use
to him. Perhaps he can use a group of adventurers to
eliminate rivals, or to defend his growing tribe from
predators. Regardless, there is always something in it

DESCRIPTION
Nektok is a pragmatic, and thus wears masterwork
studded leather armor and uses a darkwood buckler, to
improve his chances of survival. He has filed down some
of his front teeth, to seem more humane to others and
to appear less like an animal like his green cousins. His
ears are studded with huge golden earrings, his pride
and glory and his big brown eyes help him seem less
dangerous too. His ruby psicrystal sits on his shoulder,
like a parrot. On his belt hang multiple books, attached
via small chains.

43

Psionics Embodied
for him. He will often use his small stature to ask for
help and protection by the big fellas, but as with most
things with Nektok, this is just a way to get people to do
what he wants.
He uses his abilities to surround himself with people
that like him and takes great pains to appear to be
their friend. He will quickly take on the role of squire
in training or manservant to another, if it helps keep
him safe from harm. His greatest abilities for a group
of adventurers lie in his knack for sensing when things
are about to go south or, strangely enough, to talk down
enemies so as to avoid conflicts.
That said, his loyalty lies first and foremost with
himself and his many offspring. If a scenario means that
he and his tribe can benefit more from it than helping
his erstwhile allies, he will drop them faster than a hot
rock, something that has happened on more than one
occasion. From time to time, he can convince his old
allies that he simply had to run an errand or ensure the
safety of his young ones or had some other, good, reason
for disappearing on them.

AS AN ENEMY
Calling himself The Dominator isnt far off from
the truth when it comes to Nektok, especially when you
face him as your enemy. He will turn friends against
you, compel people to make your lives a real mess and
he has absolutely no problem killing his enemies if he
needs to. As such, he takes great pleasure in tormenting
his enemies. He goes from the childish, such as having
people leave manure in his enemys bed, to the grotesque
such as killing their dogs and horses, but leaving people
untouched.
His small tribe of offspring is his only real weakness,
and he will do anything he can to protect them from
harm. That said, they are all psionically active and to
some degree trained psions, so facing them all can be a
challenge in and of itself. If things escalate to this degree,
Nektok will have his tribe unleash everything against his
enemies.
Unlike most manifesters who often pace themselves,
wary of what might come should they be completely
tapped out, Nektok has little to no such regard. He
trusts his own ability to overcome problems and will
thus quickly expend as much power as he thinks is
necessary to win. This means his mind thrusts are
especially dangerous, and many enemies have found
themselves dead in a pool of their own brains melting
for underestimating the little psion.

44

Nektok the Dominator

CR 4

XP 1,200
Blue telepath 5
CE Small humanoid (goblin, psionic)
Init +2; Senses darkvision 60 ft.; Perception +10

DEFENSE
AC 17, touch 13, flat-footed 15 (+3 armor, +2 Dex, +1
shield, +1 size)
hp 32 (5d6+12)
Fort +2, Ref +4, Will +6

OFFENSE
Speed 30 ft.
Melee Dagger +1 (1d3-2/19-20)
Ranged Sling +5 (1d3)
Psion Powers Known (ML 5th; concentration +9); 42 pp
3rddispel psionics, hostile empathic transfer (DC 17)
2ndcloud mind (DC 15), compelling voice (DC 16), detect
hostile intent, swarm of crystals
1stconceal thoughts, empathic connection (DC 15),
mindlink, mind thrust (DC 15), vigor
0detect psionics, telekinetic punch, telepathic lash (DC
14)

TACTICS
Before Combat Nektok manifests vigor at the first sign
of trouble.
During Combat Nektok prefers to use compelling voice
on an opponent and use them as a guardian, and
resorts to direct attacks with mind thrust if he is unable
to control enemies.
Base Statistics If Nektoks psicrystal is not within arms
reach, his Perception modifier is reduced to +8.

STATISTICS
Str 6, Dex 14, Con 10, Int 18, Wis 13, Cha 14
Base Atk +2; CMB -1; CMD 11
Feats Psicrystal Affinity, Psicrystal Containment, Psionic
Body, Psionic Endowment, Psionic Meditation, Psionic
TalentB
Skills Autohypnosis +9, Bluff +10, Diplomacy +10,
Knowledge (psionics) +12, Perception +10, Spellcraft
+12; -1 penalty on all Charisma-based skill checks with
non-goblinoids, +1 bonus with goblinoids
Languages Common, Dwarven, Gnome, Goblin, Orc,
Sylvan
SQ Mental intrusion, repletion
Combat Gear Dorje of fortify (30 charges), potion of cure
moderate wounds (2), power stone of body purification,
power stone of psionic blast; Other Gear Dagger, sling,
masterwork studded leather armor, darkwood buckler,
cloak of resistance +1, smokestick, thunderstone, 270 gp

Psionics Embodied
Nektok the Dominator

CR 9

Nektok the Dominator

CR 14

XP 6,400
Blue telepath 10
CE Small humanoid (goblin, psionic)
Init +2; Senses darkvision 60 ft., telepathy 400 ft.; Perception
+15

XP 38,400
Blue telepath 15
CE Small humanoid (goblin, psionic)
Init +6; Senses darkvision 60 ft., telepathy 450 ft.; Perception
+20

DEFENSE

DEFENSE

AC 20, touch 14, flat-footed 18 (+4 armor, +2 Dex, +2 shield,


+1 size, +1 deflection)
hp 51 (10d6+16)
Fort +4, Ref +6, Will +9

AC 20, touch 14, flat-footed 18 (+5 armor, +2 Dex, +2 shield,


+1 size, +2 deflection)
hp 85 (15d6+33)
Fort +8, Ref +9, Will +12

OFFENSE

OFFENSE

Speed 30 ft.
Melee Mwk dagger +5 (1d3-2/19-20)
Ranged Sling +9 (1d3)
Psion Powers Known (ML 10th; concentration +15); 128 pp
5thmind probe (DC 19), pierce the veils, power resistance,
psychic crush (DC 19)
4thfear cascade (DC 18), fold space, mind control (DC 18), wall
of ectoplasm
3rddispel psionics, crisis of breath (DC 17), energy burst (DC
17), hostile empathic transfer (DC 17)
2ndcloud mind (DC 15), compelling voice (DC 16), detect
hostile intent, swarm of crystals
1stconceal thoughts, empathic connection (DC 15), mindlink,
mind thrust (DC 15), vigor
0detect psionics, telekinetic punch, telepathic lash (DC 14)

Speed 30 ft.
Melee +1 dagger +7 (1d3-1/19-20)
Ranged Sling +11 (1d3)
Psion Powers Known (ML 15th; concentration +22); 249 pp
8thgreater psychoport
7thcrisis of life (DC 24), personal barred mind, psychosis
6thdisintegration (DC 23), temporal acceleration, trigger
power
5thmind probe (DC 22), pierce the veils, power resistance,
psychic crush (DC 22)
4thfear cascade (DC 21), fold space, mind control (DC 21), wall
of ectoplasm
3rddispel psionics, crisis of breath (DC 20), energy burst (DC
20), hostile empathic transfer (DC 20)
2ndcloud mind (DC 19), compelling voice (DC 19), detect
hostile intent, swarm of crystals
1stconceal thoughts, empathic connection (DC 18), mindlink,
mind thrust (DC 18), vigor
0detect psionics, telekinetic punch, telepathic lash (DC 17)

TACTICS
Before Combat Nektok manifests vigor at the first sign of
trouble.
During Combat Nektok prefers to use compelling voice on
an opponent and use them as a guardian, and resort to
direct attacks with mind thrust if he is unable to control
enemies.
Base Statistics If Nektoks psicrystal is not within arms
reach, his Perception modifier is reduced to +13.

STATISTICS
Str 6, Dex 14, Con 10, Int 21, Wis 13, Cha 14
Base Atk +5; CMB +2; CMD 14
Feats Greater Psionic Endowment, Power Penetration,
Psicrystal Affinity, Psicrystal Containment, Psionic Body,
Psionic Endowment, Psionic Meditation, Psionic TalentB,
Quicken Power
Skills Autohypnosis +14, Bluff +15, Diplomacy +15,
Knowledge (psionics) +18, Perception +15, Sense Motive
+15, Spellcraft +18; -1 penalty on all Charisma-based skill
checks with non-goblinoids, +1 bonus with goblinoids
Languages Common, Dwarven, Gnome, Goblin, Orc, Sylvan
SQ Mental intrusion, repletion, telepathy 400 ft.
Combat Gear Dorje of fortify (30 charges), dorje of force
screen (35 charges), potion of cure serious wounds (2),
power stone of body purification, power stone of psionic
blast; Other Gear Masterwork dagger, sling, +1 studded
leather armor, +1 darkwood buckler, cloak of resistance
+1, headband of vast intelligence +2, ring of protection +1,
smokestick, thunderstone, 170 gp

TACTICS
Before Combat Nektok manifests vigor at the first sign of
trouble.
During Combat Nektok prefers to use compelling voice on
an opponent and use them as a guardian, and resort to
direct attacks with mind thrust if he is unable to control
enemies, or greater psychoport if he must flee.
Base Statistics If Nektoks psicrystal is not within arms
reach, his Perception modifier is reduced to +18.

STATISTICS
Str 6, Dex 14, Con 12, Int 24, Wis 13, Cha 14
Base Atk +7; CMB +4; CMD 16
Feats Dazing Power, Extend Power, Greater Power
Penetration, Greater Psionic Endowment, Improved
Initiative, Power Penetration, Psicrystal Affinity, Psicrystal
Containment, Psionic Body, Psionic Endowment, Psionic
Meditation, Psionic TalentB, Quicken Power
Skills Autohypnosis +19, Bluff +20, Diplomacy +20, Knowledge
(psionics) +25, Perception +20, Sense Motive +20, Spellcraft
+25; -1 penalty on all Charisma-based skill checks with
non-goblinoids, +1 bonus with goblinoids
Languages Common, Dwarven, Gnome, Goblin, Orc, Sylvan
SQ Last respite, mental intrusion, repletion, telepathy 450 ft.
Combat Gear Dorje of fortify (30 charges), dorje of force screen
(35 charges), dorje of share pain (38 charges), potion of cure
serious wounds (2), power stone of body purification, power
stone of psionic blast; Other Gear +1 dagger, sling, +2 studded
leather armor, +1 darkwood buckler, belt of mighty constitution
+2, cloak of resistance +2, headband of vast intelligence +4, ring
of protection +2, smokestick, thunderstone, 240 gp

45

Psionics Embodied
Garak-gro The Ripper
Romak
BACKGROUND
Romak remembers only violence, for he was born to a
clan of orcs who treated him like weak trash, incapable
of their rage and with too much human blood in him
to be worth anything. Yet this treatment quickly taught
the child to dodge kicks, to steal food, to climb to the
trees to sleep in peace. Yes, Romak became a survivor
extraordinaire, and he quickly grew up.
Annoyed by this weakblood, the chieftain decided
to kill and dispose of Romak, yet for all his strength, it
was Romaks guile and intelligence that allowed him to
stay one step ahead all the time. Finally, when the tribe
turned against him and circled in, Romak revealed his
final secret in a blazing show of violence. His handaxes
decimated the chieftain, and as they returned to him the
clan gasped in awe. His charge took off the head of the
chieftain and the clan kneeled, believing Romak to be
sent by the gods themselves.
That was the last Romak saw of his clan, as he left
them leaderless and confused. He had realized that

while he was part orc, it was the human part of him that
had made him a survivor, and he wagered that it was his
human blood that had triggered his powers as a young
warrior.
Today Romak travels the world, looking for his relatives
with only his mothers first name and hometown to
guide him, for he has questions he believes only they
can answer. To earn a living, he often hires himself out
as a mercenary or adventurer-for-hire, solving problems
and killing monsters. Yet, he retains part of his orcish
bloodhonor and will not take missions that require him
to kill his kin, be they human or orc.

DESCRIPTION
Romak wields two big hand-axes, crafted in the style
of small dwarven waraxes. He wears adamantine
studded leather armor with shoulderpads formed as
leering demonic skulls with horns. His jutting teeth are
sharpened, and he has shaved his tattooed head, which
has black stripes going from the forehead down the
back of his head, in the style of his clan. On his chest
and attached to his belt are small tokens taken from his
enemies, since Romak believes he draws strength from
these. While fast, Romak is nothing if not burly and
strong and can just as easily decapitate a foe in melee as
take them down from a distance.

PERSONALITY
The first thing Romak does when entering the room
is scouting out the exits and then sizing up all possible
assailants. To him, this is a way of life, one of constant
vigilance against those around him. He doesnt initiate
conflicts, but his highly tribal style tends to trigger many
social conflicts. Romak is quick to end these conflicts
with a whispered threat, but if the problem doesnt go
away, it will quickly face his axes. He doesnt mind killing,
and in fact believes that killing an enemy is the best way
to handle them, feeling that mercy is for the weak. No
man, no problem is a saying that Romak often repeats.
He is however curious and on constant lookout for clues
to his own past, one of the few things outside combat
that will instantly gain his attention.

AS AN ALLY
Romak is a fierce warrior, a mercenary for hire
who doesnt blink at most things others would balk at.
While his bloodhonor forbids him from killing humans
or orcs, there are still plenty of both humanoids and
other creatures that have bounties on their head that
Romak is happy to collect. When hired as a mercenary,
his priorities are to fulfill the mission and to get paid.
Should his employer die, he will collect what he is owed
(at least) and leave, considering his mission ended.
If Romak needs help with something, it is because he
doesnt believe he can do it himself. He dislikes personal
pride, believing that it would be foolish to not see your
own limits, and as such often requests or hires help

46

Psionics Embodied
to finish missions he feels inadequate to do himself.
Perhaps he is acting as bodyguard to a prestigious
merchant, but travel in the coming weeks require
more protection than he himself can offer, he hires
adventurers or mercenaries to help him out.
Finally, Romak has a soft spot for half-breeds and can
become a mentor or guardian for a young adventurer
who shares his mixed blood, regardless of whether it
is orcish, human or otherwise blended. These protgs
he takes on, he teaches survivability first and foremost.
It doesnt matter if you can wield a weapon if you
cant forage for food at least not to Romak. So, from
the ground up, he ensures that those who follow in his
footsteps learn how to survive in a harsh world.

AS AN ENEMY
Depending on the enemy and their previous
relationship to Romak, an encounter with him either
begins with a growled warning to turn back, or with
flashing violence in a blur of blood and steel. If facing a
single enemy, Romak will make sure to destabilize him
as much as possible, focusing his intimidating throw
at him while dazzling him with psychokinetic displays.
This way, his enemy is at a disadvantage from the start.
If his enemy relies on a single weapon, he tries to disarm
them from afar, or knock them down to ensure he has
the distance needed.
Romak will always take the time to finish of an enemy,
preferring to let others live or flee, as he performs a
coup de grace on a fallen warrior. He knows that even
the dead can be brought back, but those are the types of
miracles that require great investments and few people
hold that power. He feels secure in knowing that a single
move most certainly takes a pawn off the board and
ensures his future victories.
That said, Romak is not above fleeing if he meets
obviously more powerful enemies, using his enhanced
speed to avoid capture if the combat goes against him.
Even so, he dislikes being forced to flee and will often
take the time and effort to track his opponents down and
try to kill them when conditions are more favorable to
him. Many are the adventurers that believe Romak to
have been dealt with only to be assaulted by a ragtag
group of mercenaries, or bloodthirsty orcs, recently
conquered by an angry Romak.

Garak-gro The Ripper RomakCR 4


XP 1,200
Half-orc Marksman 5
NE Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +9

DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex); +1
dodge bonus against ranged attacks
hp 37 (5d10+5)
Fort +2, Ref +7, Will +5
Defensive Abilities orc ferocity

OFFENSE
Speed 30 ft.
Melee 2 mwk throwing axes +8 (1d6+3)
Ranged 2 mwk throwing axes +10 (1d6+4)
Special Attacks Cover fire (DC 15); ranged maneuver
Marksman Powers Known (ML 5th; concentration +6);
9 pp
2ndknockdown
1stburst, offensive precognition

TACTICS
Before Combat Romak activates offensive precognition
if he has the opportunity.
During Combat Romak particularly enjoys intimidating
his opponents, knocking them prone, and moving in
for the kill.
Base Statistics If Romak is not maintaining psionic
focus, reduce his ranged attack rolls by 1. If Romak is
only making a single attack (melee or thrown), increase
the bonus to the attack roll by 2 and add a +1 shield
bonus to his AC.

STATISTICS
Str 16, Dex 16, Con 12, Int 10, Wis 13, Cha 8
Base Atk +5; CMB +8; CMD 21
Feats Intimidating Shot, Point-Blank Shot, Returning
Throw, Two-Weapon Fighting, Weapon Focus (throwing
axe)
Skills Autohypnosis +9, Intimidate +10, Perception +9,
Survival +9
Languages Common, orc
SQ Combat style (finesse), dazzling assault (x/day),
favored weapon (thrown), wind reader (8/day)
Combat Gear oil of magic weapon (2), psionic tattoo of
biofeedback; Other Gear 2 masterwork throwing axes,
+1 studded leather armor, masterwork buckler, 54 gp

47

Psionics Embodied
Garak-gro The Ripper RomakCR 9
XP 6,400
Half-orc Marksman 10
NE Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +15

XP 38,400
Half-orc Marksman 15
NE Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +20

DEFENSE

DEFENSE

AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1


deflection); +1 dodge bonus against ranged attacks
hp 79 (10d10+20)
Fort +5, Ref +9, Will +8
Defensive Abilities orc ferocity

AC 21, touch 15, flat-footed 21 (+6 armor, +3 Dex, +2 deflection);


+1 dodge bonus against ranged attacks
hp 117 (15d10+20)
Fort +8, Ref +12, Will +11
Defensive Abilities orc ferocity

OFFENSE

OFFENSE

Speed 30 ft.
Melee +1 throwing axe +13/+8 (1d6+3) and +1 throwing
axe +13 (1d6+3)
Ranged 2 +1 throwing axes +16 (1d6+4)
Special Attacks cover fire (DC 18); ranged maneuver
Marksman Powers Known (ML 10th; concentration
+12); 30 pp
3rdectoplasmic grapnel, flexible trajectory
2ndbody adjustment, knockdown
1stburst, offensive precognition

Speed 30 ft.
Melee +1 flaming throwing axe +20/+15/+10 (1d6+4 plus
1d6 fire) and +1 throwing axe+20 (1d6+4)
Melee +1 throwing axe +20 (1d6+4)
Ranged +1 flaming throwing axe +24 (1d6+4 plus 1d6 fire)
and +1 throwing axe+24 (1d6+4)
Special Attacks cover fire (DC 20); ranged maneuver
Marksman Powers Known (ML 15th; concentration
+17); 57 pp
4thinertial barrier, mirror shot, steadfast perception
3rdectoplasmic grapnel, flexible trajectory
2ndbody adjustment, knockdown
1stburst, offensive precognition

TACTICS
Before Combat Romak activates offensive precognition
and flexible trajectory if he has the opportunity.
During Combat Romak particularly enjoys intimidating
his opponents, knocking them prone, and moving in
for the kill or using ectoplasmic grapnel to close with
them quickly.
Base Statistics If Romak is not maintaining psionic
focus, reduce his ranged attack rolls by 2. If Romak is
only making a single attack (melee or thrown), increase
the bonus to the attack roll by 2 and add a +2 shield
bonus to his AC.

STATISTICS
Str 16, Dex 16, Con 12, Int 10, Wis 14, Cha 8
Base Atk +10; CMB +13; CMD 27
Feats Deadly Aim, Far Shot, Intimidating Prowess,
Intimidating Shot, Point-Blank Shot, Returning Throw,
Two-Weapon Fighting, Weapon Focus (throwing axe)
Skills Autohypnosis +15, Intimidate +22, Perception +15,
Survival +15
Languages Common, orc
SQ Combat style (finesse), dazzling assault (5/day),
disengage, favored weapon (thrown +3), instill awe, orc
blood, weapon familiarity, style mantra (finesse), style
skill (finesse), wind reader (13/day)
Combat Gear power stone of energy push (2), psionic
tattoo of biofeedback, psionic tattoo of endorphin surge,
power stone of inflict pain; Other Gear +2 studded
leather, +1 buckler, +1 throwing axe, masterwork
throwing axe, cloak of resistance +1, ring of protection
+1, 346 gp

48

Garak-gro The Ripper Romak CR 14

TACTICS
Before Combat Romak activates offensive precognition
and flexible trajectory if he has the opportunity.
During Combat Romak particularly enjoys intimidating
his opponents, knocking them prone, and moving in
for the kill.
Base Statistics If Romak is not maintaining psionic
focus, reduce his ranged attack rolls by 2. If Romak is
only making a single attack (melee or thrown), increase
the bonus to the attack roll by 2 and add a +3shield
bonus to his AC.

STATISTICS
Str 17, Dex 16, Con 12, Int 10, Wis 14, Cha 8
Base Atk +15; CMB +18; CMD 33
Feats Crippling Assault, Deadly Aim, Double Slice, Far
Shot, Greater Psionic Shot, Intimidating Prowess,
Intimidating Shot, Point-Blank Shot, Psionic Shot,
Returning Throw, Staggering Shot, Two-Weapon
Fighting, Weapon Focus (throwing axe)
Skills Autohypnosis +20, Intimidate +31, Perception +25,
Survival +20
Languages Common, orc
SQ Combat style (finesse), cover fire, dazzling assault,
defensive shot, disengage, instill awe, orc blood, weapon
familiarity, style mantra (finesse), style skill (finesse), style
technique (finesse), teleporting attack, wind reader (18/day)
Combat Gear dorje of energy missile (50 charges), potion
of cure moderate wounds (2), psionic tattoo of biofeedback
(2), psionic tattoo of endorphin surge (2); Other Gear +3
studded leather, +2 buckler, +1 flaming throwing axe, +1
throwing axe, cloak of resistance +2, eyes of the eagle, ring
of protection +2, 746 gp

Psionics Embodied
Samazi Nuatl
BACKGROUND
To the ophiduans, the greater the power your mind has,
the greater your position in society will be. Samazi knew
she had potential, yet as her broodmates realized their
potential, she found herself blind to where her talents
lie. She tended to her duties and listened to her elders,
yet wherever they pointed her, she felt unattached and
unwilling. She accepted that she would never rise above
her lowly station and settled into life as a clerk in one of
the huge pyramid-cities when she stumbled on a notation
in one of the reports she was supposed to categorize.
It spoke of a mysterious band of wanderers, greyskinned, hairless, of stocky build, who had been
apprehended by one of the guard patrols. Yet, what
followed was a terrifying description of every nightmare
known to her kind coming alive to these guardsmen.
Something stirred within Samazi and she left her position
to track these dour warriors down to learn their secrets.
She managed to surprise them, and as she approached
them, she could feel her mind being stripped bare, her
deepest fears diagnosed and then, with a flash of power,
they came alive.
Samazi pushed on and although she was crying, and
on her knees, she demanded of the duergar to be taught
their secrets, to see what they saw. Impressed with her
willpower, they allowed her to journey with them and
to learn. When Samazi returned, her abilities shook the
foundation of the power structure in her homecity. She
could wield powers few of her kind had heard of and
even fewer had mastered.
This disruption of traditions was, for a time,
problematic as old rules were forced to adjust to Samazis
newfound psychic powers and ritual battles for power
had their definitions changed. Her own kind especially
found her powers disturbing, for while most ophiduans
are emotionally detached, fear is an almost primal and
instinctual feeling and even they experience it from time
to time. Because of this, for some time, she was viewed as
something of a rebel, but after a political battle, Samazi
won over her detractors by proving how much she had
to give in the form of knowledge and possibilities. In
exchange for being granted leave to partake as a fully
valued member of the psionic meritocracy, she would
offer her abilities to others in the form of training.
Samazi herself was baffled at the ease with which she
overcame her opponents, especially since she had
already decided to find acolytes to share her discoveries
with. This merely meant that she had the support of the
entire meritocracy behind her as she established a guild
and training hall.
Since then, Samazi either trains her acolytes, who
come from all the ophiduan cities to learn at her feet,
or she travels to experience new things. She often joins
adventurers for a stint, to see new horrors, to experience
their fears, and to add them to her own internal library

of horrors.

DESCRIPTION
Samazi is physically a small ophiduan, her serpentine
form and litheness making her seem even smaller
and her skulking rarely helping. Covering her body
in green leather armor with serpent motifs, she is
often seen manifesting her serpents bite to scare her
enemies, tapping into a primal fear of snakes. Her red
eyes complete the form and with two daggers formed
like fangs, she strikes an imposing figure, an assassin of
sanity made real.

PERSONALITY
Samazi takes great pride in having discovered and
explored this new discipline of psionic power and loves
invoking even the most basic of fears, almost smelling
their delicious energies from afar. That said, she is
neither needlessly cruel nor otherwise terrible against
those she knows or works with. While not always the
most sociable of people, she is, like many ophiduans,
quite cold emotionally, expressing very little to those
around her. She knows though, deep down, that even
ophiduans feel fear and her insight into the minds of
others makes her enjoy her own fears so much more.
For this reason, she always pushes herself a little beyond
her own comfort zone, taking on enemies shes not sure

49

Psionics Embodied
she can win against, climbing a rocky cliff she cant
guarantee she will succeed at. This constant triggering
of her own fears pays off in the form of being able to
tap into deeper reserves of power and then turning it
against her enemies.

CR 4

XP 1,200
Ophiduan dread (fearmonger) 5
NE Medium humanoid (reptilian)
Init +3; Senses darkvision 60 ft.; Perception +0

AS AN ALLY

DEFENSE

Mostly, Samazi is either a mentor or a fellow traveler


to adventurers. As a mentor, she teaches those that
thrive on fear, from dreads, such as herself, to telepaths,
wilders and even rogues, cavaliers and fighters who
come to learn from her. She takes great pride in this ever
expanding movement, especially when the students
are ophiduans, knowing that her place in history will
be cemented more and more with every pupil that
learns from her. She will often help her students with
knowledge, and can sometimes send them out on tests to
teach them the value of not becoming complacent with
their own fears.
That said, she practices what she teaches, and will
from time to time offer to join adventurers on their
missions. She often does this at no cost to the adventurers,
taking an almost monastic view on the experience as
one of enlightenment and insight. Always looking for
more disciples, she gladly shares what she knows with
her adventuring friends, looking to unlock both their
potential and her own. However, she does have one
personal trait that often earns her the dislike of the
adventurers she travels with and that is her propensity
for insane challenges. When others think sneaking
around the angry giant is the best way to handle it, she
will provoke it instead. This way, she knows she is either
at the top of her game, or she dies following her own
teachings of never settling. Either way, she is happy with
the outcome.

AC 18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1


natural)
hp 31 (5d8+5)
Fort +3, Ref +8, Will +5; +2 racial bonus against poisons

AS AN ENEMY
The fool that gets on Samazis bad side will regret that
decision for the rest of their life. Samazi will target an
enemy with every tool at her disposal. At first, it takes the
form of societal derision; she has extensive connections
throughout her home city and even outside, and many
contacts to call upon. Her movement has garnered
many supporters and some are more fanatical than
others. Samazi knows how to utilize such fanaticism
and has often unleashed her most horrific students
upon her enemies. Some turn their flesh into nightmare
forms; others weave nightmares into physical shapes.
Together, they haunt Samazis enemies with terror, not
allowing them to sleep or rest, pushing their buttons and
weakening them from afar.
Samazi values her newly founded movement and
attained position in her home city, so she rarely goes up
against enemies openly. If she is forced to, she brings
with her all of her students and friends, making sure that
if she is challenged openly, she will win. Losing her guild
and her status in her home city is one of her greatest
fears, and one she hasnt conquered yet.

50

Samazi Nuatl

OFFENSE
Speed 30 ft.
Melee 2 mwk daggers +5 (1d4+1)
Special Attacks Devastating touch +6 (touch attack,
1d6+5)
Dread Powers Known (ML 5th; concentration +8); 22 pp
2ndid insinuation (DC 15), subconscious banishment
(DC 15)
1stlingering touch, offensive prescience, untouchable
aura (DC 14)
0distract (DC 13), telepathic lash (DC 13)

TACTICS
Before Combat Samazi prefers to drop out of sight and
sneak up undetected if possible.
During Combat Samazi uses her powers to soften up
opponents, relying on the steel of her daggers to finish
them off.
Base Statistics If Samazi is not maintaining psionic
focus, reduce the DC of subconscious banishment and
untouchable aura by 1.

STATISTICS
Str 12, Dex 18, Con 13, Int 8, Wis 16, Cha 8
Base Atk +3; CMB +4; CMD 17
Feats Extra Terrors, Fear Mastery, Psionic Endowment,
Psionic Talent, Two-Weapon Fighting
Skills Acrobatics +11, Autohypnosis +8, Bluff +9,
Intimidate +11, Stealth +12, Spellcraft +8
Languages Common, Ophiduan
SQ Aura of fear, channel terror, terrors (chase terror, 9/
day)
Combat Gear potion of cure moderate wounds, psionic
tattoo of animal affinity (Strength) Other Gear
Masterwork studded leather armor, masterwork
dagger (2), cloak of resistance +1, 71 gp

Psionics Embodied
Samazi Nuatl

CR 9

Samazi Nuatl

CR 14

XP 6,400
Ophiduan dread (fearmonger) 10
NE Medium humanoid (reptilian)
Init +3; Senses darkvision 60 ft.; Perception +0

XP 38,400
Ophiduan dread (fearmonger) 15
NE Medium humanoid (reptilian)
Init +4; Senses darkvision 60 ft.; Perception +0

DEFENSE

DEFENSE

AC 20, touch 15, flat-footed 16 (+4 armor, +4 Dex, +1


natural, +1 deflection)
hp 55 (10d8+10)
Fort +5, Ref +11, Will +9; +2 racial bonus against poisons
Immunity fear effects

AC 21, touch 16, flat-footed 16 (+4 armor, +5 Dex, +1


natural, +1 deflection)
hp 55 (10d8+10)
Fort +8, Ref +14, Will +14; +2 racial bonus against poisons
Immunity fear effects

OFFENSE

OFFENSE

Speed 30 ft.
Melee +1 dagger +10/+5 (1d4+2/19-20) and mwk dagger
+10 (1d4+1/19-20)
Special Attacks Devastating touch +8 (touch attack,
1d6+10)
Dread Powers Known (ML 10th; concentration +14);
58 pp
4thfear cascade (DC 19)
3rddispatch, mental barrier
2ndid insinuation (DC 16), subconscious banishment
(DC 17), true terror
1stlingering touch, offensive prescience, untouchable
aura (DC 16)
0distract (DC 14), telepathic lash (DC 14)

Speed 30 ft.
Melee +2 dagger +16/+11/+6 (1d4+4/19-20) and +2 dagger
+16/+11 (1d4+3/19-20)
Special Attacks Devastating touch +12 (touch attack,
1d6+15)
Dread Powers Known (ML 15th; concentration +20);
113 pp
5thpierce the veils, psychic crush (DC 21), schism
4thdeadly fear (DC 21), fear cascade (DC 21), moment
of terror (DC 20)
3rddispatch, mental barrier
2ndid insinuation (DC 17), subconscious banishment
(DC 17), true terror
1stlingering touch, offensive prescience, untouchable
aura (DC 16)
0distract (DC 15), telepathic lash (DC 15)

TACTICS
Before Combat Samazi prefers to drop out of sight and
sneak up undetected if possible.
During Combat Samazi uses her powers to soften up
opponents, relying on the steel of her daggers to finish
them off.
Base Statistics If Samazi is not maintaining psionic
focus, reduce the DC of fear cascade, subconscious
banishment, and untouchable aura by 1.

STATISTICS
Str 12, Dex 18, Con 13, Int 8, Wis 19, Cha 8
Base Atk +7; CMB +8; CMD 21
Feats Extra Terrors, Fear Mastery, Insightful Terror,
Psionic Endowment, Psionic Talent, Two-Weapon
Fighting, Weapon Finesse
Skills Acrobatics +16, Autohypnosis +14, Bluff +14,
Intimidate +17, Stealth +17, Spellcraft +13
Languages Common, Ophiduan
SQ Aura of fear, channel terror, energizing fear, terrors
(chase terror, incite fear, nightmare step, steal essence,
15/day)
Combat Gear potion of cure moderate wounds, psionic
tattoo of animal affinity (Strength) Other Gear +1
dagger, +1 studded leather armor, masterwork dagger,
cloak of resistance +1, headband of inspired wisdom +2,
ring of protection +1, 345 gp

TACTICS
Before Combat Samazi prefers to drop out of sight and
sneak up undetected if possible.
During Combat Samazi uses her powers to soften up
opponents, relying on the steel of her daggers to finish
them off.
Base Statistics If Samazi is not maintaining psionic
focus, reduce the DC of deadly fear, fear cascade,
subconscious banishment and untouchable aura by 1.

STATISTICS
Str 12, Dex 20, Con 13, Int 8, Wis 22, Cha 8
Base Atk +11; CMB +12 CMD 26
Feats Extra Terrors, Fear Mastery, Improved
Two-Weapon Fighting, Insightful Terror, Psionic
Endowment, Psionic Meditation, Psionic Talent, Psionic
Weapon, Two-Weapon Fighting, Weapon Finesse
Skills Acrobatics +22, Autohypnosis +21, Bluff +19,
Intimidate +24, Stealth +23, Spellcraft +18
Languages Common, Ophiduan
SQ Aura of fear, channel terror, energizing fear, horrid
revelation, shadow twin, terrors (chase terror, haunting
steps, incite fear, mindlock (150 ft.), nightmare step,
steal essence, 21/day), twin fear
Combat Gear potion of cure serious wounds, psionic
tattoo of animal affinity (Strength) Other Gear +2 dagger
(2), +1 studded leather armor, masterwork dagger, belt of
incredible dexterity +2, cloak of resistance +2, headband
of inspired wisdom +4, ring of protection +1, 45 gp

51

Psionics Embodied
Sarania the Lightfoot
BACKGROUND
Sarania was the middle child in a huge family of
halflings, living as caravan traders throughout the world.
By the time she was a teenager, she had seen most of
the civilized cities, met with most races, and seen most
of the places a caravan would ever go. Sated with the
experiences the caravan allowed her, Sarania became
enraptured by a fellow halfling, sharing stories of
daring raids to free slaves, and turned her eye towards
becoming a freedom fighter for those whose lives had
been chained.
Her first experience with the man she had fallen in
love with proved catastrophic. Tagging along to scout
out an area where a cult had supposedly brought human
slaves, things went bad from the start. As they arrived
at the temple, it wasnt abandoned as they had heard,
it was teeming with life. A number of priests in shining
armor were herding people into the main building,
beating those who were too slow with large wooden
sticks carved to look like oversized human thighbones.
Shocked at this, Sarania followed her emotions rather
than her head when she saw a human child being
dragged towards the temple. She rushed out from the
woods and stabbed the priest in the knee, telling the little
boy to run. Even as the boy got away, she and her friend
were quickly surrounded. In the ensuing battle, Sarania
was captured and her love brutally beaten to death.
Forced for months to serve the priests as they
performed degrading rituals, her spirits were broken
by the devastation she witnessed. In all that darkness,
something changed within her. The glum shadows of the
temple disappeared and with it, her weariness. When the
cult was raided by adventurers, she took the opportunity
to slip out of her bonds and flee; her sudden dexterity
beyond what she could normally do. She never came
back, and leaving those slaves still there to an uncertain
future nagged at her. From that day, she promised she
would never turn her back on someone again.
Sarania quickly realized that her speed, her quick
reflexes, her ability to see in the dark - those were not
native to her fellow halflings and she trained hard as an
acrobat performer with the caravan during the days
to master her abilities so that at night she could
keep her promise, seeking slaves to free,
the oppressed to help.
Sarania uses the caravan as a
hiding place, as a way
to get around, and as
a way to smuggle slaves out of areas that condone or
practice slavery. Over time, she has become a defining
voice in the caravan, even gaining a number of followers
who have taken up her views. She is teaching these
followers to tap into the same skills she has developed,
raising a new crop of freedom fighters to purge slavery
from the lands.

52

PERSONALITY
With a bubbly personality and always smiling, few take
Sarania for the fighter she really is. She knows this and
uses it to her advantage both in and outside of combat.
She infiltrates noble dinners as a jester or acrobat
entertainer to scout a castle or manor out, knowing that
beneath it are girls chained for the darker pleasures
of the attending nobles. Once the wine overflows, she
quickly disappears, leaving the nobles none the wiser.
This intrinsic ability to not be blamed or suspected of
foul play is something she often plays up to, acting like
a happy child, ready to dance, drink, and play. However,
that innocence is quickly lost when she focuses on her
target and goes from blameless child to dangerous rebel
in the blink of an eye.

DESCRIPTION
Sarania is tall for a halfling, almost four feet tall with
a lithe build. She wears close-fitting clothes appropriate
for a circus acrobat, but the clothes are actually her
astral suit, always active and granting its benefits. With
red hair and green eyes, she makes quite the impression
on those around her and she never turns down a chance
to smile and dance.

AS AN ALLY
Sarania will help those who can help her set others
free. As long as their goals align somewhat, Sarania is
open to almost any form of employment in exchange
for the adventurers helping her. Her extreme stealth
is her strongest suite, allowing her to scout out enemy
encampments and stay hidden in case the adventurers
need support. She can scale almost any wall, jump most
chasms, and is quite capable with her swords, despite
her size. Fast reflexes also help her avoid enemies, and

Psionics Embodied
while small, she is tougher than she looks.
When not directly helping adventurers out to get their
help in return, Sarania eagerly helps most people she
deems to be good at heart. She can help them by giving
them temporary employment guarding her caravan, or
she might employ them to run distractions against a
slave-owner. Either way, she pays well.
If they are looking for other types of help rather than
just employment, she gladly offers them a ride with her
caravan or information about places and people, as long
as she feels secure that the people she discusses either
wont get in trouble, or deserves the trouble that is
coming. Her free spirit, loose tongue, and penchant for
making enemies of the powerful might also lead her to
call in those favors at almost any time. It wouldnt be
the first time that a group of adventurers, grateful for
her help, end up sheltering her or defending her against
angry mercenaries and slavers.

AS AN ENEMY
Sarania makes for the type of enemy people dont know
they had, until it is too late. Shes not a murderer and will
kill if forced to, but she finds the task far too repulsive in
most situations. What she will do is make her enemys
life hell. Her small size and stealthy demeanor means she
can often make it into any camp, building, or safe haven
without being noticed. Capable of walking on walls or
clinging to the roof makes her even more mobile. She
uses this to find out her enemies weaknesses, or to steal
things from them. Not a thief per se, she knows people
take pride in their things and depriving them of these
things is a great way to punish the unjust.
When not stealing things, she can often turn to
destruction as a way to force enemies to stop their
activities. She will set fire to their house when they are
out, cut down saddles for mounts or pour salt into wine
casks or vinegar into whiskey barrels. She has a creative
mind and a penchant for exploring that creativity by
treating enemies to destructive surprises. Her ability
to get to rooftops means she likes to unscrew crystal
chandeliers, stuff fireplaces full so the smoke fills the
house instead, and a hundred other ways to torment her
enemies. Life quickly becomes an annoyance for those
who cross her.
If forced into a fight, Sarania will always look for a
way out. She believes she can do more by living to see
another day, rather than fighting to the bitter end. She
will reconfigure her suit to give her more speed, to
outrun enemies, often over rooftops. If that is not an
option, she reconfigures the suit to make her tougher,
and then activates all her tattoos before an all-out assault.
If ever in this situation, she strives to take down enemies
and then flee rather than slowing down to finish them.
She hopes in her heart that a severe beating by a petite
girl will force them to reconsider finishing the fight.

Sarania the Lightfoot

CR 4

XP 1,200
Halfling aegis 5
CG small humanoid (halfling)
Init +6; Senses Perception +1

DEFENSE
AC 19, touch 18, flat-footed 12 (+1 armor, +6 Dex, +1 size,
+1 dodge)
hp 37 (5d10+5)
Fort +7, Ref +9, Will +5; +2 racial bonus on all saving
throws against fear
Defensive Abilities evasion; DR 3/-

OFFENSE
Speed 45 ft.
Melee 2 mwk short swords +9 (1d4+1/19-20)

TACTICS
Before Combat Sarania will use her speed to close in
and activate her astral suit if it is not already active.
During Combat Sarania uses her speed and size to dart in
to attack already-engaged opponents, taking advantage
of flanking opportunities as much as possible.
Base Statistics If Saranias astral suit is not active, her
speed is reduced to 20 ft., she loses her climb speed and
evasion, her weapon damage is reduced to 1d4, and her
Dexterity is reduced to 18.

STATISTICS
Str 10, Dex 22, Con 13, Int 14, Wis 8, Cha 12
Base Atk +5; CMB +4; CMD 20
Feats Dodge, Master Craftsman, Two-Weapon Fighting,
Weapon Finesse
Skills Acrobatics +16, Climb +14, Craft (clothing) +11,
Diplomacy +6, Stealth +15, Use Magic Device +9
Languages Common, Dwarven, Halfling, Xeph
SQ Astral armor (skin), augment suit (1), customizations
(adhesive feet, evasion, nimble 2, psionic attacks,
psionic damage, speed 5), invigorating suit, power
points (7), reconfigure (2/day)
Combat Gear psionic tattoo of animal affinity (STR),
psionic tattoo of force screen, psionic tattoo of offensive
prescience; Other Gear 2 masterwork shortsword,
masterwork padded armor, cloak of resistance +1,
everburning torch, 2 smokesticks, 75 gp

53

Psionics Embodied
Sarania the Lightfoot

CR 9

CR 14

XP 6,400
Halfling aegis 10
CG small humanoid (halfling)
Init +6; Senses darkvision 60 ft.; Perception +1

XP 38,400
Halfling aegis 15
CG small humanoid (halfling)
Init +7; Senses darkvision 60 ft.; Perception +3

DEFENSE

DEFENSE

AC 21, touch 19, flat-footed 13 (+2 armor, +6 Dex, +1 size,


+2 dodge)
hp 75 (10d10+20)
Fort +11, Ref +13, Will +9; +2 racial bonus on all saving
throws against fear
Defensive Abilities evasion; DR 4/-

AC 26, touch 22, flat-footed 17 (+3 armor, +7 Dex, +1 size,


+2 dodge, +2 deflection, +1 natural)
hp 112 (15d10+30)
Fort +13, Ref +15, Will +11; +2 racial bonus on all saving
throws against fear
Defensive Abilities improved evasion; DR 6/-

OFFENSE

OFFENSE

Speed 45 ft.
Melee +1 short sword +16/+16/+11 (1d6+2/19-20) and +1
short sword +16/+11 (1d6+2/19-20)

Speed 45 ft.
Melee +1 psychokinetic short sword +22/+22/+17/+12
(1d6+3 plus 1d4 ectoplasmic/19-20) and +1
psychokinetic short sword +22/+17/+12 (1d6+3 plus 1d4
ectoplasmic/19-20)
Space 5 ft.; Reach 10 ft.

TACTICS
Before Combat Sarania will use her speed to close in
and activate her astral suit if it is not already active.
During Combat Sarania uses her speed and size to dart in
to attack already-engaged opponents, taking advantage
of flanking opportunities as much as possible.
Base Statistics If Saranias astral suit is not active, her
speed is reduced to 20 ft., she loses her climb speed,
darkvision, evasion, and her extra attack on a full
attack, her weapon damage is reduced to 1d4, and her
Dexterity is reduced by 4.

STATISTICS
Str 10, Dex 22, Con 14, Int 14, Wis 8, Cha 12
Base Atk +10; CMB +9; CMD 25
Feats Dodge, Improved Two-Weapon Fighting, Master
Craftsman, Psionic Dodge, Two-Weapon Fighting,
Weapon Finesse
Skills Acrobatics +21, Climb +19, Craft (clothing) +18,
Diplomacy +11, Stealth +20, Use Magic Device +14
Languages Common, Dwarven, Halfling, Xeph
SQ Astral armor (skin), augment suit (2), customizations
(adhesive feet, augmented weapon, darkvision, evasion,
nimble 2, psionic attacks, psionic damage, quickened
attacks, speed 5), invigorating suit, power points (20),
reconfigure (4/day)
Combat Gear potion of cure serious wounds, psionic
tattoo of animal affinity (STR), psionic tattoo of force
screen, psionic tattoo of offensive prescience; Other
Gear 2 +1 shortsword, +1 padded armor, cloak of
resistance +2, everburning torch, 2 smokesticks, 325 gp

54

Sarania the Lightfoot

TACTICS
Before Combat Sarania will use her speed to close in
and activate her astral suit if it is not already active.
During Combat Sarania uses her speed and size to dart in
to attack already-engaged opponents, taking advantage
of flanking opportunities as much as possible.
Base Statistics If Saranias astral suit is not active, her
speed is reduced to 20 ft., she loses her climb speed,
darkvision, evasion, improved evasion, and her extra
attack on a full attack, her weapon damage is reduced
to 1d4+1, her reach reduces to 5 ft., and her Dexterity
is reduced by 6.

STATISTICS
Str 10, Dex 25, Con 14, Int 14, Wis 8, Cha 12
Base Atk +15; CMB +14; CMD 30
Feats
Alertness, Combat Reflexes, Dodge, Extra
Customization, Greater Two-Weapon Fighting,
Improved Initiative, Improved Two-Weapon Fighting,
Master Craftsman, Psionic Dodge, Psionic Weapon,
Two-Weapon Fighting, Weapon Finesse
Skills Acrobatics +26, Climb +24, Craft (clothing) +24,
Diplomacy +16, Stealth +25, Use Magic Device +19
Languages Common, Dwarven, Halfling, Xeph
SQ Astral armor (skin), augment suit (2), cannibalize
suit (2/day), customizations (adhesive feet, augmented
weapon, darkvision, energy resistance, evasion,
improved evasion, nimble 3, psionic attacks,
psionic damage, quickened attacks, reach, speed 5),
invigorating suit, power points (20), reconfigure (7/day)
Combat Gear potion of cure serious wounds (2), psionic
tattoo of animal affinity (STR), psionic tattoo of force
screen, psionic tattoo of offensive prescience; Other
Gear 2 +1 psychokinetic shortsword, +2 padded armor,
amulet of natural armor +1, cloak of resistance +2, ring
of protection +2, everburning torch, 2 smokesticks, 725
gp

Psionics Embodied
Sumern, Walker of Worlds
BACKGROUND
For most elans, who they were before their
transformation is in many ways crucial to why they were
transformed. To most elans, understanding this person
they were before is important to contrast them with
who they are now and how to move forward. However,
Sumern isnt like most of her kind in that way.
What was before is irrelevant to Sumern, and she
doesnt care much to explore who she was prior to her
transformation. When she had been transformed, she
came into the world as a perfect being. She had been
granted true immortality, her physical body capable of
withstanding time itself and tremendous damage before
succumbing to death. Sumern loves herself and life itself
even more she enjoys experiencing new things in her
travels.
Sumern views herself as a tabula rasa, an unwritten
page that is bursting with potential. She can become
anyone she wants to, unburdened by her past, changing
with every experience and every place she explores.
Sometimes, when staying in the same place for a while, a
small nagging thought at the back of her head wonders
why she is so focused on forgetting her past, yet she
always swats away that thought, focusing on her next
experience, alwaays moving on.
She is always on the move, looking to learn of an
areas history, its culture, eat its food, drink its beverages,
talk to its inhabitants, and do what they do, at least
for a while. She is a collector of travelling experiences,
and this gives her the strength and power to continue
onward, regardless of what she faces. Her joyous
behavior, however, makes her sometimes seem a little
off against the misery she might be viewing, yet she does
not notice this.
However, if there is combat, she will become far less
joyful, despising having to take lives when unnecessary,
but quite aware that sometimes bloodshed is an
important aspect of survival, and survival is paramount
to experiencing more. However, before she resorts to
violence, she will try to speak to aggressors and suggest
that they back down and that the conflict can be resolved.

PERSONALITY
Sumern is a consummate explorer. To her,
experiencing the world, seeing every place, is the
greatest meaning there can be. Every world holds untold
experiences, every nation a visual buffet of things to see,
architecture to experience, heights to climb, and depths
to plunge into. She wants to swim in every sea, lake and
river, fly with the birds, climb every mountain, see every
city.
Sumern is aware that her body wont die of age, and
she looks forward to seeing new cities spring up, old
cities fall apart, and civilizations rise and fall as the
wheel of time turns. Because of this endless need, this
urge to experience the world around her, Sumern is
almost always on the move, a literal world nomad, she
doesnt put down roots anywhere, which also means that
most friendships are fleeting, most relationships short.

AS AN ALLY
Sumern can easily join a band of travelling adventurers,
to explore a dungeon or see new places, be they cities

DESCRIPTION
Sumern has red hair, scruffy and slightly unkempt,
and sparkling green eyes, making her a stunning vision
of beauty. Yet Sumern seems young, like a teenage girl
forced into an adult world, her large innocent eyes not
portraying her inner feelings. She dresses in a swirling
white dress, as if she was headed for a summer party
rather than a dungeon filled with danger. She wields
a crystal dagger, emerald like her eyes, and when she
manifests, her left hand shimmers with energy that
materialize as crimson droplets, splashing onto her
white dress, the only true warning of the danger she
presents.

55

Psionics Embodied
or planes. She offers her services mostly free of charge,
only asking for an equal share in anything they acquire
during their travels. Most adventurers gladly accept such
an offer, yet over time they grow suspicious of her. Her
aberrant nature is hard to pin down and she just rubs
people the wrong way after a while, as if her constant joy
at life was too much to handle. Even so, her abilities are
many and varied, and her help most often appreciated.
Some might hire her for her more esoteric skills. Her
ability to traverse the Astral Plane means that to many
adventurers, Sumern is the only way to travel the planes.
Unlike most, she often does this at no cost, content with
seeing and experiencing more. This willingness to help
others to traverse the planes means that she is often
asked to perform this service for those who cannot
afford it.
One of her greatest weaknesses is that while she will
fight if necessary, she wont stay if things turn dire. She
knows she is meant to experience and explore all the
worlds, an infinity of experiences, and that can only end
through violent means. She knows that she can literally
live for all eternity, unless something takes her life. This
means she is careful and at a time when the group of
adventurers might need her most, she might disappear
on them, leaving them stranded and facing powerful
enemies.

AS AN ENEMY
Sumern has many friends, people whom she has
helped for free. Those that become Sumerns enemies,
alienate themselves from her other allies. Those who
once were too poor to pay for her help can have turned a
tidy profit and dont mind helping her out if she needs a
hand. Even so, Sumern is hard to provoke into becoming
a true enemy. She would rather flee than face needless
violence, and this is most often the reason for the few
enemies she has.
Either she abandoned someone at a crucial point, or
she took something that someone wanted. To Sumern,
neither is of consequence. If she knew there was
something she owned that would shake her pursuers
she would leave it behind, but unfortunately for all
included, she rarely stops to hear demands or threats,
disappearing from her enemies with the blink of an
eye. Enemies wishing to hunt her down must make
sure they can follow her where others wont walk she
will levitate, skate, and hop through time itself if she
needs to. If captured, she will take the time to manifest
astral caravan, leaving the Material Plane to find herself
somewhere else, far away from her captors. The last
thing she will accept is to spend her eternity in captivity,
never experiencing something new again. In fact, she
would rather die.

56

Sumern, Walker of Worlds

CR 4

XP 1,200
Elan psion (nomad) 5
CG Medium humanoid (aberrant)
Init +6; Senses Perception +9

DEFENSE
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 25 (5d6+5)
Fort +5, Ref +4, Will +6

OFFENSE
Speed 30 ft.
Melee crystal dagger +2 (1d4-1/19-20)
Psion Powers Known (ML 5th; concentration +9); 42 pp
3rdastral caravan, time hop (DC 17)
2ndbreach, concussion blast, defy gravity, dimension
swap
1stastral traveler, burst, defensive precognition,
dissipating touch, skate
0detect psionics, float, lesser fortify, telepathic lash

TACTICS
Before Combat Sumern will typically activate one of
her defensive powers and move in close to prepare for
a dissipating touch.
During Combat Sumerns preferred tactic is to make an
attack with dissipating touch and then use nomads step
to move to a safe location.
Base Statistics If Sumerns psicrystal is not within arms
reach, her Perception modifier changes to +6 and her
Sense Motive modifier changes to +1.

STATISTICS
Str 8, Dex 14, Con 12, Int 18, Wis 13, Cha 10
Base Atk +2; CMB +1; CMD 13
Feats Extend Power, Fast Step, Improved Initiative,
Psionic Meditation, Psionic TalentB, Psicrystal Affinity
(hero)
Skills Autohypnosis +9, Fly +10, Knowledge (Planes)
+12, Knowledge (psionics) +12, Perception +8, Sense
Motive +3, Spellcraft +12, Survival +9; -1 penalty on
all Charisma-based skill checks when dealing with
non-elans
Languages Common, Dwarven, Elven, Goblin, Xeph
SQ Nomads step, resistance, resilience, repletion
Combat Gear power stone of inertial armor; Other
Gear bracers of armor +1, cloak of resistance +1, crystal
dagger, 73 gp

Psionics Embodied
Sumern, Walker of Worlds

CR 9

Sumern, Walker of Worlds

CR 14

XP 6,400
Elan psion (nomad) 10
CG Medium humanoid (aberrant)
Init +6; Senses Perception +13

XP 38,400
Elan psion (nomad) 15
CG Medium humanoid (aberrant)
Init +6; Senses Perception +18

DEFENSE

DEFENSE

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)


hp 45 (10d6+10)
Fort +7, Ref +6, Will +9

AC 17, touch 14, flat-footed 15 (+3 armor, +2 Dex, +2


deflection)
hp 67 (15d6+15)
Fort +10, Ref +9, Will +12

OFFENSE
Speed 40 ft.
Melee crystal dagger +5 (1d4-1/19-20)
Psion Powers Known (ML 10th; concentration +15); 115 pp
5thadapt body, planar travel, psychoport, upheaval
4thcorrespond, flight, fold space, psychokinetic charge
3rdastral caravan, dispel psionics, heightened vision,
time hop (DC 17)
2ndbreach, concussion blast, defy gravity, dimension
swap
1stastral traveler, burst, defensive precognition,
dissipating touch, skate
0detect psionics, float, lesser fortify, telepathic lash

TACTICS
Before Combat Sumern will typically activate one of
her defensive powers and move in close to prepare for
a dissipating touch.
During Combat Sumerns preferred tactic is to make an
attack with dissipating touch and then use nomads step
to move to a safe location.
Base Statistics If Sumerns psicrystal is not within arms
reach, her Perception modifier changes to +11 and her
Sense Motive modifier changes to +3. If Sumern is not
maintaining psionic focus, her speed drops to 30 ft.

STATISTICS
Str 8, Dex 14, Con 12, Int 21, Wis 13, Cha 10
Base Atk +5; CMB +1; CMD 13
Feats Extend Power, Fast Step, Improved Initiative,
Psionic Meditation, Psicrystal Affinity (hero), Psicrystal
Containment, Psionic TalentB, Quicken Power, Speed of
Thought
Skills Autohypnosis +14, Fly +15, Knowledge (planes)
+18, Knowledge (psionics) +18, Perception +13, Sense
Motive +3, Spellcraft +18, Survival +14; -1 penalty on
all Charisma-based skill checks when dealing with
non-elans
Languages Common, Dwarven, Elven, Goblin, Maenad,
Xeph
SQ Inconstant position 2/day, nomads step, resistance,
resilience, repletion
Combat Gear dorje of offensive precognition (42
charges), potion of cure moderate wounds (2), power
stone of inertial armor; Other Gear bracers of armor +2,
cloak of resistance +1, headband of vast intelligence +2,
crystal dagger, 345 gp

OFFENSE
Speed 40 ft.
Melee +1 crystal dagger +7 (1d4/19-20)
Psion Powers Known (ML 15th; concentration +22); 115 pp
8thgreater psychoport
7thdivert teleport, ethereal passage, evade burst
6thbanish, sustained flight, temporal acceleration
5thadapt body, planar travel, psychoport, upheaval
4thcorrespond, flight, fold space, psychokinetic charge
3rdastral caravan, dispel psionics, heightened vision,
time hop (DC 19)
2ndbreach, concussion blast, defy gravity, dimension
swap
1stastral traveler, burst, defensive precognition,
dissipating touch, skate
0detect psionics, float, lesser fortify, telepathic lash

TACTICS
Before Combat Sumern will typically activate one of
her defensive powers and move in close to prepare for
a dissipating touch.
During Combat Sumerns preferred tactic is to make an
attack with dissipating touch and then use nomads step
to move to a safe location.
Base Statistics If Sumerns psicrystal is not within arms
reach, her Perception modifier changes to +16 and her
Sense Motive modifier changes to +18. If Sumern is
not maintaining psionic focus, her speed drops to 30 ft.

STATISTICS
Str 8, Dex 14, Con 12, Int 24, Wis 13, Cha 10
Base Atk +7; CMB +3; CMD 15
Feats Combat Manifestation, Dodge, Extend Power,
Fast Step, Improved Initiative, Psionic Dodge, Psionic
Meditation, Psicrystal Affinity (hero), Psicrystal
Containment, Psionic TalentB, Quicken Power, Ready
Response, Speed of Thought
Skills Autohypnosis +19, Fly +20, Knowledge (planes)
+25, Knowledge (psionics) +25, Perception +18, Sense
Motive +18, Spellcraft +25, Survival +20, Swim +17;
-1 penalty on all Charisma-based skill checks when
dealing with non-elans
Languages Common, Dwarven, Elven, Goblin, Maenad,
Xeph
SQ Accelerated activity 1/day, inconstant position 2/day,
nomads step, resistance, resilience, repletion
Combat Gear dorje of cleanse body (40 charges), dorje
of offensive precognition (42 charges), potion of cure
serious wounds (2), power stone of inertial armor;
Other Gear bracers of armor +3, cloak of resistance +2,
cognizance crystal (3), headband of vast intelligence +4,
ring of protection +2, +1 crystal dagger, 125 gp

57

Psionics Embodied
Thum, Jarl of Shadows
BACKGROUND
Thum was born the youngest of his fathers sons, but
he would in time grow to be the most feared and well
known of the Frozen Jarls. As a child, Thum quickly
realized that might makes right, more so in the tribe
where he was born. He trailed his older brothers as they
trained in sword fighting and listened to his fathers
tales of great reavings, raids, and wars in the south.
His brothers were strong and brave, and they often
turned that strength upon each other in vicious brawls.
Thums father encouraged it, believing it would help
them grow stronger and tougher, and thus ensure their
survival in the long run. Being the youngest and smallest,
it also meant that Thum was the one getting the fiercest
of the beatings. He refused to tap out, always fighting
until he was knocked out, not wanting to be found
weaker than his brethren. Yet, after every time, Thums
father lambasted him for his folly, telling him that he
should accept that he was weaker and tap out of the
brawl while he still could. Yet for every time his father
scolded him, Thum grew ever more focused on winning
over his brothers. In time, he learned one important
lesson that would change the shape of his destiny for all
time - his mind and will were never broken, his courage
the flame which never faltered.
Growing into a bold and boastful teenager, it came to
be that Thum challenged his brethren to brave the Black
Cavern, a strange cave where few men dared enter, and
fewer still would find their way out. One by one, his
brothers denied his dare, until he found himself face to

face with his father, who in turn challenged him to dare


the Black Caverns himself. Brash and unwilling to face
the shame of standing down to his father, he willingly
accepted his own challenge. He asked but for one thing,
to be granted leave to bring his fathers sword with him
and as surprised as his father was, he accepted.
Thum disappeared into the Black Cavern and quickly
found himself lost. Yet, as a trained warrior, Thum
managed to face off against the weird fungi and giant
insects, but paid dearly in blood and scars. In time, he
fought his way to the heart of the Black Cavern. There
he found something within himself, a revelation of sorts
and with this, Thum made his way out of the cavern.
This revelation took the form of an impenetrable armor
made of living shadows that crawled over him.
When he returned, it was as a seasoned warrior and
he promptly challenged his brethren, this time not as a
child, but as a warrior. Horrified by what they saw, each
brother still accepted this challenge, for it would shame
them to deny their brother yet again now that he had
proven himself. One by one, they were defeated, and to
save their lives, they swore themselves to him. Angered
by his sons behavior, his father demanded his sword
back, and at this Thum plunged his fathers sword deep
into his chest.
Thum had risen to become the new Jarl of his tribe;
taking his place on the Council of Jarls, he took the
title Skhuggjarl, meaning Jarl of Shadows. As the Jarl
of his tribe, Thum seeks new trials and tribulations to
challenge himself, for he intends to become the Verldjarl
Jarl of Worlds.

DESCRIPTION
Looming over most others at eight and a half feet
tall, Thum is covered by his astral suit, which appears
as living shadows that extend down and over his large
bastard sword. The sword is with a crystal blade inserted
into a bone handle. Thums living shadow armor often
creates horrible spikes and hooks, as if it was alive and
had a mind of its own. Thum shaves his hair and allows
his fluid armor to show his scarred face when he isnt in
combat, with one scar in particular going from the top of
his skull, over one eye, across the nose, and just touching
his cheek.

PERSONALITY
Thum is relentless and his experiences in the Black
Cavern have taught him that you can never give up. He
isnt sure if the darkness of the cavern itself rooted in
his heart and mind, or if the darkness was always there,
deep inside him. Even so, the black armor strengthens
him, making him a powerful warrior, and he isnt about
to question that. Thanks to his armor, Thu now rules
his tribe as Jarl and he intends to lay the world at his
feet. He believes only in himself; those who cannot stand
up to him deserve only death at his hands, or to bend
the knee and follow him. Strength, to Thum, is not only
physical, but both mental and spiritual. He will respect

58

Psionics Embodied
a weak halfling elder that stands up to him over a strong
orc warlord that can haul a small house but bends knee.
Respect however, doesnt save you: the halfling elder
would still die.

AS AN ALLY
There is only one way to be allied to Thum by
bending your knee and following his orders. Thum has
no patience for pupils per se, but does take on especially
promising warriors for his Jarlavakt, the elite guard,
and part of the initiation is a trip to the heart of the
Black Cavern and back with Thum. Some dont return,
deemed too weak to join the Jarlavakt, while those that
do return are the strongest of warriors. That said, he
never shares the secrets of his living black armor with
anyone and strikes down those foolish enough to ask for
his guidance. His armor is an extension of himself; he
cannot teach someone to be Thum.
Those that have bent the knee can expect Thum to
be relentless in his leadership. He whips his followers
into a frenzy, raiding villages and taking slaves, always
extending the reach of his tribe. He sends his followers
to scout out leaders of other tribes, to determine their
relative strength and what powers they have so that
Thum can challenge them. Those that succeed are
allowed to share in the spoils of war be they gold,
weapons, or slaves.
Should the adventurers find themselves promoted to
Jarlavakt, they will enter combat with Thum himself. He
doesnt expect his Jarlavakt to be his bodyguards, in fact
he even tells them that should he die in combat, to take
his mantle of Jarl for themselves. Thum doesnt expect to
fall and it would shame him to be saved if he did. What
he does require of them, however, is to never fail, never
flee, and kill all those who oppose him. Most do.

AS AN ENEMY
By their very nature, most people are enemies of
Thum, even if they dont know it yet. To Thum, you are
either his follower, or you are working against him in
some form or another. As such, the world needs to be
conquered, and his enemies killed or enslaved, to ensure
a world where no one works against him.
Thum rampages through combat with his enormous
sword in tow, crystallized by his suit to channel
destructive energies. Thum focuses on the closest enemy,
only making a conscious choice if he is challenged to
combat. Otherwise, Thum believes that the best enemies
are those who are dead, and sooner or later, everyone
must die before him or yield. His intense attacks means
that few people remain standing when he begins, so
yielding must come quickly or death descends quickly.
That said, he wont kill his own followers or those that
yield, preferring to build his power base and knowing
that to become the Verldjarl, he must not only slay his
enemies, but rule his people with an iron fist.

Thum, Jarl of Shadows

CR 4

XP 1,200
Half-giant aegis (trailblazer) 5
CE Medium humanoid (giant, human)
Init +0; Senses low-light vision; Perception +6

DEFENSE
AC 19, touch 10, flat-footed 19 (+9 armor)
hp 55 (5d10+23)
Fort +8, Ref +2, Will +6; +2 racial bonus on saving
throws against all fire spells and effects
Defensive Abilities fortification, stalwart; DR 3/-

OFFENSE
Speed 20 ft.
Melee mwk large bastard sword +11 (3d8+11/19-20)
Psi-Like Ability (ML 2)
1/daystomp (DC 10)

TACTICS
Before Combat If it is not formed, Thum activates
his astral suit, although he wears it in virtually all
situations.
During Combat Thum prefers to wade directly into
combat, using his powerful defensive abilities and his
muscle to take the fight straight to the enemy.

STATISTICS
Str 20, Dex 10, Con 16, Int 13, Wis 12, Cha 8
Base Atk +5; CMB +11; CMD 21
Feats Extra Customization, Psionic Body, Psionic Talent,
Psionic Weapon
Skills Autohypnosis +8, Climb +7, Intimidate +3,
Perception +6, Survival +12, Swim +7; +2 bonus to
Survival checks to follow tracks, +2 bonus to Perception
checks to find traps
Languages Common, Giant
SQ Astral suit (juggernaut), customizations (brawn,
crystallized weapon, flexible suit, fortification, hardy,
improved armor, improved damage, spiked carapace,
stalwart) , 12 power points, powerful build, rapid
adjustment
Combat Gear oil of magic weapon, potion of cure
moderate wounds, psionic tattoo of endorphin surge,
psionic tattoo of expansion, psionic tattoo of force screen,
thunderstone; Other Gear Masterwork large bastard
sword, dagger, longsword, heavy steel shield, cloak of
resistance +1, cracked dark blue rhomboid ioun stone,
8 gp

59

Psionics Embodied
Thum, Jarl of Shadows

CR 9

CR 14

XP 6,400
Half-giant aegis (trailblazer) 10
CE Medium humanoid (giant, human)
Init +0; Senses low-light vision; Perception +11

XP 38,400
Half-giant aegis (trailblazer) 15
CE Medium humanoid (giant, human)
Init +0; Senses low-light vision; Perception +17

DEFENSE

DEFENSE

AC 22, touch 10, flat-footed 22 (+11 armor, +1 natural)


hp 99 (10d10+40)
Fort +12, Ref +5, Will +10; +2 racial bonus on saving
throws against all fire spells and effects
Defensive Abilities fortification, stalwart; DR 4/-

AC 24, touch 10, flat-footed 24 (+12 armor, +2 natural)


hp 163 (15d10+76)
Fort +16, Ref +8, Will +13; +2 racial bonus on saving
throws against all fire spells and effects
Defensive Abilities fortification, stalwart; DR 6/-

OFFENSE

OFFENSE

Speed 20 ft.
Melee +1 large bastard sword +18/+13 (3d8+15/19-20)
Reach 10 ft.
Psi-Like Ability (ML 5)
1/daystomp (5d4, DC 12)

Speed 20 ft.
Melee +2 large vicious deep crystal bastard sword +25/+20
(3d8+17/19-20 +2d6 and 1d6 to Thum) or +2 large
vicious deep crystal bastard sword +25 (3d8+15/19-20
+6d6 and 1d6 to Thum, touch attack)
Reach 10 ft.
Psi-Like Ability (ML 7)
1/daystomp (7d4, DC 13)

TACTICS
Before Combat If it is not formed, Thum activates
his astral suit, although he wears it in virtually all
situations.
During Combat Thum prefers to wade directly into
combat, using his powerful defensive abilities and his
muscle to take the fight straight to the enemy.

STATISTICS
Str 22, Dex 10, Con 16, Int 14, Wis 12, Cha 8
Base Atk +10; CMB +17; CMD 27
Feats Extra Customization, Greater Psionic Weapon,
Psionic Body, Psionic Talent, Psionic Weapon, Weapon
Focus (bastard sword)
Skills Autohypnosis +14, Climb +15, Intimidate +9,
Perception +11, Survival +18, Swim +15; +5 bonus to
Survival checks to follow tracks, +5 bonus to Perception
checks to find traps
Languages Common, Giant
SQ Astral suit (juggernaut), customizations (augmented
weapon, brawn - 2, crystallized weapon, flexible
suit, fortification, hardy, improved armor, improved
damage, reach, stalwart) , 32 power points, powerful
build, rapid adjustment
Combat Gear potion of cure serious wounds, psionic
tattoo of endorphin surge, psionic tattoo of expansion,
psionic tattoo of force screen; Other Gear +1 large
bastard sword, mwk heavy steel shield, cloak of
resistance +2, amulet of natural armor +1, crystal
spaulders +1, 795 gp

60

Thum, Jarl of Shadows

TACTICS
Before Combat If it is not formed, Thum activates
his astral suit, although he wears it in virtually all
situations.
During Combat Thum prefers to wade directly into
combat, using his powerful defensive abilities and his
muscle to take the fight straight to the enemy.

STATISTICS
Str 24, Dex 10, Con 18, Int 14, Wis 13, Cha 8
Base Atk +15; CMB +23; CMD 33
Feats Deep Focus, Deep Impact, Extra Customization,
Greater Psionic Weapon, Psionic Body, Psionic
Meditation, Psionic Talent, Psionic Weapon, Weapon
Focus (bastard sword)
Skills Autohypnosis +19, Climb +20, Intimidate +14,
Perception +17, Survival +25, Swim +20; +7 bonus to
Survival checks to follow tracks, +7 bonus to Perception
checks to find traps
Languages Common, Giant
SQ Astral suit (juggernaut), cannibalize suit (2/day),
customizations (augmented weapon, brawn - 3,
flexible suit, fortification, frightful presence, hardy - 2,
improved armor - 2, improved damage, reach, retaliate,
stalwart) , invigorating suit, 59 power points, powerful
build, rapid adjustment
Combat Gear potion of cure serious wounds (2), psionic
tattoo of endorphin surge, psionic tattoo of expansion,
psionic tattoo of force screen; Other Gear +2 vicious
large deep crystal bastard sword, mwk heavy steel
shield, +1 crystal spaulders, cloak of resistance +3,
amulet of natural armor +2, 830 gp

Psionics Embodied
Xander the Invisible Blade
BACKGROUND
Where most halflings are happy and carefree, Xander
is serious and dour. His entire family was slaughtered by
marauding orcs when he was but a small child, hiding in
a small hollow as his family was torn to pieces. Weeks
after the raid, driven by thirst and hunger, Xander dared
to leave his hidden spot. After sating his immediate
thirst and hunger, he had to bury his family and friends,
despite being barely a teenager. This horrible experience
changed him deeply. After burying everyone, he picked
what supplies he could carry and left his old life behind.
Joining a nearby monastery more out of necessity than
a comparable philosophical outlook, Xander realized
that these monks were more than just philosophers; they
were warrior-philosophers, preaching a life of action to
change the world into a better place, rather than sit idly
by. Finding himself drawn to their ways more and more,
he began to listen and learn, finding something within
himself that flared to life in the form of a black blade of
energy. Where some of the monastic members could use
their strength, Xander realized that his speed was his
best asset. Over time he trained to become a silent killer,
so as to strike down those who would ravage the world.
Once he had learned enough, Xander infiltrated a
slave-caravan, and then silently took out the slavers who
believed him unarmed and harmless. His small form,
his litheness and silence, together with his mind blade
allowed him to continue infiltrating and executing those
who would do evil. Since then, Xander has spent most
of his lifetime tracking down criminals of all kinds and
assassinating them. To Xander, the death of someone
who would hurt others is justified, regardless of what
petty laws say.
Wandering the bleak hills of his once beloved
home, the hate and dread of the entire situation
washed over him. Hate for those whom had
savaged and destroyed his safe haven, h i s
family and his friends. Dread for
the randomness of
it all, the palpable
feeling that it

could happen again, to anyone, without warning. Then


and there, he decided that he would find a way to make
things right again, to safeguard those who couldnt save
themselves. The only question was how. He was alone,
starving, with neither skills nor strength.

DESCRIPTION
Xanders most defining aspect is his shaved head and
the tattoo that covers it. Dressed in a light-weight mithril
chainmail with a black cloak covering his shoulders,
Xander makes a dark figure. Well-trained, lithe, and
shockingly fast, Xander manifests his mind blade in
the form of two blood-red daggers that pulse with a
crackling dark energy. His beady eyes and small nose
make him seem almost childish, yet his constantly angry
snarl of a mouth makes it clear that he is not.

PERSONALITY
Xander is driven by an intense pathos of doing right,
regardless of whether that right is correct according
to the law. He is intense, focused and will organize
whatever means he finds necessary to take out evildoers.
The only thing that will divert his attention is the
presence of orcish marauders, which draws out the hate
and anger in Xander, making him forget both his current
mission and his own safety. He can easily veer off course
from a given mission, or convince his fellows to take a
detour to slaughter orcs. In his eyes, there is no such
thing as an innocent orc, only an orc that has yet to kill,
maim, or rape someone who never deserved it. Because
of this, he sympathizes with half-orcs, whom he sees as
the unfortunate offspring of such violence.

AS AN ALLY
A group striving to hunt down criminals can gain
Xanders support, whether willingly or
not. He excels in stalking his prey and is a
ruthless slayer, taking position as a scout
unless asked to stay back. Unfortunately,
that ruthlessness also makes him a
dangerous companion to have if
looking to catch criminals rather
than slay them. Xander
will easily go back and
kill each and every
criminal. His dark
mood can also
keep
spirits
dour, yet his
assistance
is
worth
it
in
any
combat situation.
When
not
joining
a group of adventurers, Xander can
provide invaluable support. In many
communities, the dour little halfling is
well-respected, and a word from him can

61

Psionics Embodied
open many doors, from academies and monasteries, to
the guildhall or a counts court. Beyond this, he can often
help adventurers preparing to hunt orcs through his
own vast experiences against them, or by helping them
train. If another adventurer shows potential, or interest,
Xander can offer to teach them the ways of the silent
blade, provided they swear an oath to protect the weak
and turn the blade against all evil.
Finally, Xander can also be the instigator behind a
mission for a group of adventurers. If he feels that he
cannot solve a problem by himself, or that his services
are required elsewhere, yet a problem remains, he
doesnt mind spending his hard-earned cash to hire
mercenaries or adventurers to take care of it for him. In
these cases, it is almost always raiders, criminals, or orcs
that are assumed to be a problem.

AS AN ENEMY
Dont sleep without a guard. Expect no mercy. If
Xander has decided you are evil, you can expect no
chance to explain yourself, to talk yourself out of what
you have done, or even to run away. He will hunt you,
spy on you, learn your weaknesses and patterns and
when you go to relieve yourself one dark night, youre
not coming back. He can infiltrate almost any place and
should he turn his mind to it, he can become as innocous
a halfling as anyone, or a dark shadow silently moving
through your stronghold.
These are the legends his followers spread, his allies
remind those who would stray from the light and his
enemies whisper amongst each other. To many, Xander
is a legend, a ghost that you frighten unruly children
with, or a monster that whips the orcs into a frenzy. As
such, his story often proceeds him when he stays for
long in one place. If those stories dont drive his enemies
away, Xander takes the time to track them down and
strike them down.
If he realizes he cannot take down his enemies by
himself, he will gladly pour out all his gold into hiring
assassins, mercenaries, or adventurers to gather and
attack them. He shows little compassion to those he
deems evil and doesnt mind doing things which others
might feel are a bit unsavory, such as torching a house
with criminals inside and boarding up all doors and
windows. This casual view towards using the worst
methods of the enemy against them means that few can
really prepare for what Xander brings.

62

Xander the Invisible Blade

CR 4

XP 1,200
Halfling soulknife 5
NG Small humanoid (halfling, psionic)
Init +4; Senses Perception +12

DEFENSE
AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
hp 37 (5d10+5)
Fort +4, Ref +10, Will +6; +2 bonus against fear

OFFENSE
Speed 20 ft.
Melee +1 flaming mind blade +10 (1d4+1/19-20 plus 1d6
fire), +1 flaming mind blade +10 (1d4+1/19-20 plus 1d6
fire), or +1 flaming mind blade +12 (1d4+1/19-20 plus
1d6 fire)

TACTICS
Before Combat Xander prefers to duck out of sight and
use Stealth to catch targets unaware.
During Combat Xander engages directly into melee
combat, wielding his mind blades in a flurry of attacks.

STATISTICS
Str 10, Dex 18, Con 13, Int 14, Wis 10, Cha 10
Base Atk +5; CMB +4; CMD 18
Feats Alertness, Two-Weapon Fighting, Weapon Finesse,
Weapon Focus (mind blade), Wild Talent
Skills Acrobatics +14, Bluff +8, Intimidate +8, Perception
+12, Sense Motive +7, Stealth +16
Languages Common, Dwarven, Halfling, Orc
SQ Blade skills (deceptive blade, full enhancement),
psychic strike (1d8)
Combat Gear potion of cure moderate wounds (2), psionic
tattoo of force screen; Other Gear +1 chain shirt, cloak
of resistance +1, smokestick (2), 460 gp

Psionics Embodied
Xander the Invisible Blade

CR 9

Xander the Invisible Blade

CR 14

XP 6,400
Halfling soulknife 10
NG Small humanoid (halfling, psionic)
Init +5; Senses Perception +17

XP 38,400
Halfling soulknife 15
NG Small humanoid (halfling, psionic)
Init +5; Senses Perception +17

DEFENSE

DEFENSE

AC 22, touch 17, flat-footed 17 (+5 armor, +5 Dex, +1 size,


+1 deflection)
hp 75 (10d10+10)
Fort +7, Ref +13, Will +9; +2 bonus against fear

AC 22, touch 17, flat-footed 17 (+5 armor, +5 Dex, +1 size,


+1 deflection)
hp 75 (10d10+10)
Fort +7, Ref +13, Will +9; +2 bonus against fear

OFFENSE

OFFENSE

Speed 20 ft.
Melee +3 flaming mind blade +18/+13 (1d4+3/17-20 plus
1d6 fire), +3 flaming mind blade +18/+13 (1d4+3/17-20
plus 1d6 fire), or +3 flaming mind blade +18 (1d4+3/17-20
plus 1d6 fire), +3 flaming mind blade +18 (1d4+3/17-20
plus 1d6 fire)

Speed 20 ft.
Melee +3 flaming mind blade +18/+13 (1d4+3/17-20 plus
1d6 fire), +3 flaming mind blade +18/+13 (1d4+3/17-20
plus 1d6 fire), or +3 flaming mind blade +18 (1d4+3/17-20
plus 1d6 fire), +3 flaming mind blade +18 (1d4+3/17-20
plus 1d6 fire)

TACTICS

TACTICS

Before Combat Xander prefers to duck out of sight and


use Stealth to catch targets unaware.
During Combat Xander engages directly into melee
combat, wielding his mind blades in a flurry of attacks.

Before Combat Xander prefers to duck out of sight and


use Stealth to catch targets unaware.
During Combat Xander engages directly into melee
combat, wielding his mind blades in a flurry of attacks.

STATISTICS

STATISTICS

Str 10, Dex 21, Con 13, Int 14, Wis 10, Cha 10
Base Atk +10; CMB +9; CMD 24
Feats Alertness, Improved Critical (mind blade),
Improved Two-Weapon Fighting, Two-Weapon Fighting,
Weapon Finesse, Weapon Focus (mind blade), Wild
Talent
Skills Acrobatics +20, Bluff +13, Intimidate +13
Perception +17, Sense Motive +12, Stealth +22
Languages Common, Dwarven, Halfling, Orc
SQ Blade skills (deceptive blade, full enhancement,
powerful strikes, twin strike, reapers blade), psychic
strike (3d8)
Combat Gear potion of cure serious wounds (2), psionic
tattoo of force screen; Other Gear +2 chain shirt, belt
of incredible dexterity +2, coak of resistance +1, ring of
protection +1, smokestick (2), 60 gp

Str 10, Dex 21, Con 13, Int 14, Wis 10, Cha 10
Base Atk +10; CMB +9; CMD 24
Feats Alertness, Improved Critical (mind blade),
Improved Two-Weapon Fighting, Two-Weapon Fighting,
Weapon Finesse, Weapon Focus (mind blade), Wild
Talent
Skills Acrobatics +20, Bluff +13, Intimidate +13
Perception +17, Sense Motive +12, Stealth +22
Languages Common, Dwarven, Halfling, Orc
SQ Blade skills (deceptive blade, full enhancement,
powerful strikes, twin strike, reapers blade), psychic
strike (3d8)
Combat Gear potion of cure serious wounds (2), psionic
tattoo of force screen; Other Gear +2 chain shirt, belt
of incredible dexterity +2, coak of resistance +1, ring of
protection +1, smokestick (2), 60 gp

NOTE All favored class bonuses went to HP

NOTE All favored class bonuses went to HP

63

Psionics Embodied
Xelara the Dreamcatcher
BACKGROUND
Xelara was often misunderstood as a child, mainly
because her community did not understand the gift
she was displaying. Her ability to sense the dreams and
nightmares of those around her gave her a strange insight
into people, an insight that most found unnerving which
led to her being shunned by her peers and feared by her
elders. Saddened by her exclusion from the community
she loved, Xelara became resentful. Had it not been for
the strange family that came to town in the caravan, she
might have turned down a darker path. The strangers
were seemingly immune to her abilities, and their ways
were silken and smooth, soothing her worried heart.
They recognized her powers as soon as they arrived and
decided to stay, both to protect and learn from the little
girl.
Protected by these strangers, Xelara learned first to
control her instinctual use of her powers, leaving her to
finally become at peace with herself. She soon discovered
how to integrate back into her community, realizing for

the first time how others perceived the world. One by


one, those who had shunned her began welcoming her
back. Over time, she began to rely less and less on the
protection of her mentors.
Xelara grew, harnessing her ability by taking away the
nightmares of her community, releasing tensions, and
smoothing over problems. However, when the town was
attacked by the dangers of the world, she would unleash
those nightmares against the attackers. Those she faced,
she would make claw out their eyes to stop the visions, or
she would rend their flesh with unseen claws of terror.
Xelara realized that her ability to channel and utilize
fear isnt what people expect, so she goes to great lengths
to calm those around her, often preferring to solve a
problem through mediation before resorting to violence.
However, when her loved ones are threatened, Xelara
is capable of destroying enemies from within, their
horrors taking form and devastating them.
This devotion to protecting her friends and community
came to the fore when the nomadic strangers that once
had helped her became hunted in turn. Mercenaries
showed up looking for them, and her community
sheltered them as long as it could. But her mentors
would not let the community take the brunt of the anger
from the mercenaries, and decided to slip silently into
the night. Xelara, indebted to them for helping her,
decided to join them and help defend them should the
mercenaries catch up. When they finally did, Xelara
was forced to let go of all restraint to push them back,
even letting her own fears fuel her powers. Since then,
she travels the world, sometimes with her mentors,
sometimes alone, to help others like her find peace.

DESCRIPTION
Xelara has green tinted scales and skin, a variation on
the icy blue her caste normally portrays and an anomaly
amongst dromites. Her eyes, however, still carry the
tell-tale icy blue of her caste and she still controls ice
and cold like any other of her caste. Although most
members of her race have no gender, Xelara is one of
those dromites who is female instead of genderless,
giving her features a slightly more delicate cast. Using
heavy boots and well-made leather armor, she carries
very little except a few tools and potions. Sometimes,
most often when manifesting her powers, her shadow
will animate, transforming into horrible monsters and
seemingly having a life of its own.

PERSONALITY
Xelara is a teacher at heart, striving to help others
by sharing knowledge and understanding. Sometimes,
her deep-seated abilities to look into the fears of others
means that she knows a little too much about people
around her, a trait she has learned to downplay and
ignore when talking to strangers. Amongst friends, she
will use that knowledge to heal their hearts and minds,
by soothing nightmares and relieving them of fears.
Phobias in particular are an area of specialty for Xelara

64

Psionics Embodied
and she has helped many overcome their instinctual
fears, like those of snakes and spiders. This strong desire
to help sometimes makes Xelara go overboard, taking
liberties others dont appreciate. Once, she taught a
number of street orphans to write, which later led to
a problematic uprising amongst the poor that led to
unwanted violence.

AS AN ALLY
Always striving to help her friends, Xelara is a staunch
supporter and will go to great lengths to help those she
cares about. She helps friends track enemies and will
even fight side by side if that is the only solution. She uses
her powers mainly to defend her friends and unravel
any courage their enemies have as a way to break their
morale and finish a fight before it becomes deadly.
When not joining her friends, Xelara will gladly help
by mentoring and teaching, sharing her own abilities
and actively seeking out her home community, or her
nomadic mentors to act on her behalf to help her friends.
This means that once you are her friend, there is almost
nothing you cannot learn or master from her or her
extended network if given enough time.
There are few times that Xelara will ask others to put
themselves in danger and not join them herself she
doesnt believe in asking others to do what she wont
dare herself, but she is also a realist and understands
that she cant be at multiple places at the same time. So
if her skills are more needed elsewhere, or if she will
just get in the way, she doesnt mind hiring others to
help. That said, she will rarely ask adventurers to kill or
steal, preferring them to scout or retrieve things without
violence.

Xelara the Dreamcatcher

CR 4

XP 1,200
Dromite dread 5
NG Small humanoid (insectoid)
Init +1; Senses scent; Perception +13

DEFENSE
AC 17, touch 13, flat-footed 16 (+3 armor, +1 Dex, +1
natural, +1 deflection, +1 size)
hp 32 (5d8+10)
Fort +0, Ref +5, Will +5
Resist cold 5

OFFENSE
Speed 20 ft.
Melee mwk heavy pick +6 (1d6+1/x4)
Ranged dagger +5 (1d3+1/19-20)
Special Attacks Devastating touch +5 (touch attack,
1d6+5)
Dread Powers Known (ML 5th; concentration +8); 17 pp
2ndconcealing amorpha, thought shield
1stbiofeedback, slumber (DC 14), untouchable aura (DC
14)
0detect psionics, empathy
Psi-Like Ability (ML 2)
1/dayenergy ray (cold, 2d6+2)

TACTICS
Before Combat Xelara will activate biofeedback if facing
creatures immune to mind-effecting powers, else she
manifests untouchable aura.
During Combat Xelara prefers to use her terrors as part
of her attacks with devastating touch, resorting to her
pick only against non-living creatures.

AS AN ENEMY

STATISTICS

Facing Xelara as an enemy means the adventurers must


have made grievous errors. She will only act out against
those that have hurt her community or her nomadic
mentors, or any new friends she has made. If that is the
case, she prefers to punish her enemies from afar. Using
her terrors and powers, she puts them to sleep and then
haunts their dreams, leaving them waking up drained
and weak. If that is not an option, she will dance through
them inciting fear and unleashing her devastating touch.
She knows that her abilities can tear people limb from
limb and builds up her attacks, first intimidating them
and then unleashing her horrible strikes. In most of her
enemies, this manifests in the form of something moving
inside them, tearing at their skin from the inside and
trying to get out. When an enemy dies, something crawls
out from their wounds, joining with Xelaras shadow.
She knows this cannot be a good thing and tries to avoid
it as best she can.

Str 13, Dex 12, Con 8, Int 13, Wis 12, Cha 17
Base Atk +3; CMB +3; CMD 14
Feats Additional Terror, Extra Terrors (x2), Psionic
Body, Psionic Talent
Skills Autohypnosis +9, Climb +11, Intimidate +14,
Knowledge (psionics) +9, Perception +13, Sense Motive
+9, Spellcraft +9
Languages Common, terran
SQ Aura of fear, channel terror, terrors (horrible strike,
incite fear (DC 15), overwhelming fear (DC 15), 14/day),
Combat Gear potion of cure light wounds (2), power stone
of strength of my enemy, psionic tattoo of animal affinity
(Charisma); Other Gear Masterwork studded leather
armor, masterwork heavy pick, ring of protection +1,
dagger, climbers kit, 287 gp

65

Psionics Embodied
Xelara the Dreamcatcher

CR 9

CR 14

XP 6,400
Dromite dread 10
NG Small humanoid (insectoid)
Init +1; Senses scent; Perception +18

XP 38,400
Dromite dread 15
NG Small humanoid (insectoid)
Init +1; Senses scent; Perception +24

DEFENSE

DEFENSE

AC 19, touch 13, flat-footed 18 (+4 armor, +1 Dex, +2 natural,


+1 deflection, +1 size)
hp 61 (10d8+16)
Fort +2, Ref +8, Will +8
Defensive Abilities fear; Resist cold 5

AC 22, touch 14, flat-footed 21 (+5 armor, +1 Dex, +3 natural,


+2 deflection, +1 size)
hp 91 (15d8+24)
Fort +4, Ref +10, Will +10
Defensive Abilities fear; Resist cold 5

OFFENSE

OFFENSE

Speed 20 ft.
Melee Mwk heavy pick +10/+5 (1d4+1/x4)
Melee Dagger +9/+4 (1d3+1/19-20)
Special Attacks Devastating touch +9 (touch attack, 1d6+15)
Dread Powers Known (ML 10th; concentration +15); 55 pp
4thdeadly fear (DC 19), fear cascade (DC 19), moment of
terror (DC 19)
3rdguarded sleep
2ndconcealing amorpha, thought shield, true terror (DC
17)
1stbiofeedback, slumber (DC 16), untouchable aura (DC 16)
0detect psionics, empathy
Psi-Like Ability (ML 5)
1/dayenergy ray (cold, 5d6+5)

Speed 20 ft.
Melee Mwk heavy pick +13/+8/+3 (1d4+1/x4)
Melee Dagger +13/+8/+4 (1d3+1/19-20)
Special Attacks Devastating touch +13 (touch attack,
1d6+21)
Dread Powers Known (ML 15th; concentration +21); 115 pp
5thinduce nightmare (DC 21), pierce the veils, psychic
crush (DC 21), schism
4thdeadly fear (DC 20), fear cascade (DC 20), mindwipe (DC
20), moment of terror (DC 20)
3rdguarded sleep
2ndconcealing amorpha, thought shield, true terror (DC 18)
1stbiofeedback, slumber (DC 17), untouchable aura (DC 17)
0detect psionics, empathy
Psi-Like Ability (ML 7)
1/dayenergy ray (cold, 7d6+7)

TACTICS
Before Combat Xelara will activate biofeedback if facing
creatures immune to mind-effecting powers, else she
manifests untouchable aura.
During Combat Xelara prefers to use her terrors as part
of her attacks with devastating touch. She also uses fear
cascade and moment of terror to make enemies more
susceptible to her later terrors and powers. She only really
has the heavy pick for non-living enemies anymore as its
now a vastly inferior weapon to her devastating touch.

STATISTICS
Str 13, Dex 12, Con 8, Int 13, Wis 12, Cha 20
Base Atk +7; CMB +7; CMD 19
Feats Additional Terror, Extra Terrors (x2), Multiple
Connections, Open Door, Psionic Body, Psionic Talent,
Touch of Terror
Skills Autohypnosis +14, Climb +16, Intimidate +23,
Knowledge (psionics) +14, Perception +18, Sense Motive
+14, Spellcraft +14
Languages Common, terran
SQ Aura of fear, channel terror, devastating touch, fearsome
insight, terror, terrors (horrible strike, incite fear, mindlock,
overwhelming fear, steal essence, terrified escape, 21/day)
Combat Gear oil of magic weapon (2), potion of cure
moderate wounds (2), potion of cure serious wounds (2),
psionic tattoo of animal affinity (Charisma), psionic tattoo
of biofeedback, psionic tattoo of force screen, psionic tattoo
of sidestep (2); Other Gear +1 studded leather, dagger,
masterwork heavy pick, amulet of natural armor +1,
headband of alluring charisma +2, ring of protection +1,
climbers kit, 535 gp

66

Xelara the Dreamcatcher

TACTICS
Before Combat Xelara uses biofeedback, thought shield, pierce
the veils, and (if the fight promises to be difficult) schism. then
uses her ranged mind lock terror to initiate the fight, allowing
her to freely devastate one target later.
During Combat Xelara will always manifest two terrors unless
it becomes redundant. She relies on schism to use deadly fear
and the psychic crush on creatures she hits with her terrors or
with moment of terror to increase their chances of falling. She
ignores any surrendered enemies, choosing to focus her most
powerful attacks on resisting enemies.

STATISTICS
Str 13, Dex 12, Con 8, Int 13, Wis 12, Cha 22
Base Atk +11; CMB +11; CMD 24
Feats Additional Terror, Combat Manifestation, Extra Terrors
(x3), Multiple Connections, Open Door, Overchannel, Psionic
Body, Psionic Talent, Terror Mastery, Touch of Terror
Skills Autohypnosis +19, Climb +21, Intimidate +32,
Knowledge (psionics) +19, Perception +24, Sense Motive
+19, Spellcraft +19
Languages Common, terran
SQ aura of fear, channel terror, devastating touch, fearsome
insight, shadow twin, terror, terrors (horrible strike, incite
fear, mindlock, overwhelming fear, ranged mindlock, soulchilling fear, steal essence, terrified escape, 30/day), twin fear
Combat Gear dorje of collapse (50 charges), potion of cure
moderate wounds (3), potion of cure serious wounds (2), psionic
tattoo of animal affinity (Strength), psionic tattoo of biofeedback,
psionic tattoo of body adjustment, psionic tattoo of force screen (2),
psionic tattoo of sidestep (3), psionic tattoo of heightened vision;
Other Gear +2 studded leather, dagger, masterwork heavy pick,
amulet of natural armor +2, eyes of expanded vision, headband of
alluring charisma +4, ring of protection +2, climbers kit, 285 gp

Psionics Embodied
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the owner of the Product Identity, and which specifically excludes the Open Game
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contributed to the Open Game License by the Contributor (g) Use, Used or
Using means to use, Distribute, copy, edit, format, modify, translate and otherwise
create Derivative Material of Open Game Content. (h) You or Your means the
licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a
notice indicating that the Open Game Content may only be Used under and in terms
of this License. You must affix such a notice to any Open Game Content that you
Use. No terms may be added to or subtracted from this License except as described
by the License itself. No other terms or conditions may be applied to any Open
Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license
with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original
material as Open Game Content, You represent that Your Contributions are Your
original creation and/or You have sufficient rights to grant the rights conveyed by
this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE
portion of this License to include the exact text of the COPYRIGHT NOTICE
of any Open Game Content You are copying, modifying or distributing, and You
must add the title, the copyright date, and the copyright holders name to the
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7. Use of Product Identity: You agree not to Use any Product Identity, including
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independent Agreement with the owner of each element of that Product Identity.
You agree not to indicate compatibility or co-adaptability with any Trademark or
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except as expressly licensed in another, independent Agreement with the owner of
such Trademark or Registered Trademark. The use of any Product Identity in Open
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all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate
which portions of the work that you are distributing are Open Game Content. 9.
Updating the License: Wizards or its designated Agents may publish updated
versions of this License. You may use any authorized version of this License to
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10. Copy of this License: You MUST include a copy of this License with every
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11. Use of Contributor Credits: You may not market or advertise the Open Game
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from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the
terms of this License with respect to some or all of the Open Game Content due to
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13. Termination: This License will terminate automatically if You fail to comply
with all terms herein and fail to cure such breach within 30 days of becoming aware
of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable,
such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a, 2000, Wizards of the Coast, Inc.
System Reference Document. 2000, Wizards of the Coast, Inc.; Authors
Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax
and Dave Arneson.
Pathfinder RPG Core Rulebook. 2009, Paizo Publishing, LLC; Author: Jason
Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder RPG Bestiary, 2009, Paizo Publishing, LLC; Author: Jason Bulmahn,
based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Advanced Players Guide, 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
Pathfinder RPG GameMastery Guide, 2010, Paizo Publishing, LLC; Author:
Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis,
Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin
Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David
Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber
Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny
Williams, Skip Williams, Teeuwynn Woodruff.
Pathfinder Roleplaying Game Ultimate Magic, 2011, Paizo Publishing, LLC;
Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason
Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and
Russ Taylor.
Pathfinder Roleplaying Game Ultimate Combat, 2011, Paizo Publishing, LLC;
Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J.
Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson,
Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
Pathfinder Roleplaying Game Advanced Race Guide. 2012, Paizo Publishing,
LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam
Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen RadneyMacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
The Book of Experimental Might, 2008, Monte J. Cook. All rights reserved.
Tome of Horrors, 2002, Necromancer Games, Inc.; Authors: Scott Greene,
with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance
Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original
content from TSR.
Unearthed Arcana, 2004, Wizards of the Coast, Inc.; Authors Andy Collins,
Jesse Decker, David Noonan, Rich Redman
The Iconic Bestiary: Classics of Fantasy, 2005, Lions Den Press; Author Ari
Marmell
Hyperconscious: Explorations in Psionics, 2004, Bruce R Cordell. All rights
reserved.
If Thoughts Could Kill, 20012004, Bruce R. Cordell. All rights reserved.
Mindscapes, 20032004, Bruce R. Cordell. All rights reserved.
Unearthed Arcana, 2004, Wizards of the Coast.
Mutants & Masterminds 2002, Green Ronin Publishing.
Swords of Our Fathers, Copyright 2003, The Game Mechanics.
Modern System Reference Document, 2002, Wizards of the Coast, Inc.;
Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by
Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,Peter Adkison, Bruce R.
Cordell, John Tynes, Andy Collins, and JD Wiker
The Grand OGL Wiki, http://grandwiki.wikidot.com Copyright 2008-2011
Purple Duck Games; Authors: Mark Gedak, Alex Schroeder, Joel Arellano, George
Fields, Yair Rezek, Mike Whalen, Shane OConnor, Mike Rickard, John Whamond,
Bill Browne, Eric Williamson, Slatz Grubnik, Charles R. Wenzler Jr, John Fraser,
Jonathon Thompson, Thomas Boxall.
Legendary VI: Legendary Armor 2012, Purple Duck Games; Author: Marc
Radle.
The Genius Guide To: Feats of Psionic Might. Copyright 2011, Super Genius
Games. Author: Owen K.C. Stephens
Pathfinder Companion: Sargava, the Lost Colony. Copyright 2010, Paizo
Publishing, LLC; Author: JD Wiker.
Psionics Unleashed, 2010, Dreamscarred Press.
Psionic Bestiary, 2013, Dreamscarred Press.
Psionics Augmented, 2013, Dreamscarred Press
Ultimate Psionics, 2013, Dreamscarred Press
Psionics Embodied, 2014, Dreamscarred Press

67

OF

Now Martial Characters


Get to Have Fun Too!

3 New Base Classes


Hundreds of Combat Maneuvers
Coming Fall 2014!

By Chris Bennet t

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